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authorJay Kwak <82421531+jkwak-work@users.noreply.github.com>2024-10-29 09:56:07 -0700
committerGitHub <noreply@github.com>2024-10-29 09:56:07 -0700
commit8b3f9048cb94164a036be4ae144b2108968b65b5 (patch)
treecaccdf07086f21dfe709d6afd64e60348e7f8547 /tests/bugs
parentf65d756bff8d4c5cbc15bd0322a2ae8e6b896a21 (diff)
Use Offset instead of ConstOffset for GLSL function textureGatherOffset (#5426)
* Use Offset instead of ConstOffset for GLSL function textureGatherOffset This commit changes to use `Offset` option on OpImageGather instruction when translating `textureGatherOffset` to SPIR-V code. Interestingly GLSL allows the offset value to be a variable not constant just for the function `textureGatherOffset` while all other offset variants of texture sampling functions require the offset to be a constant value. From a few experiments, I found that the spirv-optimizer changes `Offset` to `ConstOffset` if the offset is a compile-time value. I also found that when the offset value is zero, it changes to `None` with no offset value.
Diffstat (limited to 'tests/bugs')
-rw-r--r--tests/bugs/gh-5339.slang27
1 files changed, 27 insertions, 0 deletions
diff --git a/tests/bugs/gh-5339.slang b/tests/bugs/gh-5339.slang
new file mode 100644
index 000000000..163b05bc7
--- /dev/null
+++ b/tests/bugs/gh-5339.slang
@@ -0,0 +1,27 @@
+//TEST:SIMPLE(filecheck=SPV): -allow-glsl -target spirv-asm -entry computeMain -stage compute
+
+// Test if we are correctly using `Offset` option instead of `ConstOffset`
+// when the offset value is not a compile-time constant.
+
+//SPV:OpCapability ImageGatherExtended
+
+#extension GL_EXT_gpu_shader5 : require
+
+layout (location = 0) in highp vec2 v_texCoord;
+
+layout (binding = 0) uniform highp sampler2D u_sampler;
+layout (binding = 1) uniform offset { highp ivec2 u_offset; };
+
+//TEST_INPUT:ubuffer(data=[0], stride=4):out,name=outputBuffer
+buffer MyBlockName
+{
+ vec4 result;
+} outputBuffer;
+
+void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
+{
+ //SPV:OpImageGather %
+ //SPV-NOT:Const
+ //SPV-SAME: Offset %
+ outputBuffer.result = textureGatherOffset(u_sampler, v_texCoord, u_offset);
+}