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authorjsmall-nvidia <jsmall@nvidia.com>2019-03-27 12:25:43 -0400
committerGitHub <noreply@github.com>2019-03-27 12:25:43 -0400
commitc9930ea56ce0d3d9783d4d2482edb91cb765109e (patch)
tree42bc3b4d44771d1c1bca389f20b9321793d268e1 /tests/compute/half-texture.slang.1.expected
parent047adbd4dd3dd6e3098adcb63a8ac475ae06d20d (diff)
GLSL half texture access (#931)
* * Added $c macro - that will do casting to target type. Used here to cast texture reads back to half. Works in tandem with $z which will close parens. * half-texture.slang test * Make binding failing if TextureView fails * Simplify logic around parens. * Improve comment around $c macro. * Test against hlsl output to avoid error on CI.
Diffstat (limited to 'tests/compute/half-texture.slang.1.expected')
-rw-r--r--tests/compute/half-texture.slang.1.expected51
1 files changed, 51 insertions, 0 deletions
diff --git a/tests/compute/half-texture.slang.1.expected b/tests/compute/half-texture.slang.1.expected
new file mode 100644
index 000000000..5d3f84e74
--- /dev/null
+++ b/tests/compute/half-texture.slang.1.expected
@@ -0,0 +1,51 @@
+result code = 0
+standard error = {
+}
+standard output = {
+#pragma pack_matrix(column_major)
+
+#line 18 "tests/compute/half-texture.slang"
+RWTexture2D<half > halfTexture_0 : register(u1);
+
+
+#line 30
+RWTexture2D<vector<half,2> > halfTexture2_0 : register(u2);
+
+
+#line 31
+RWTexture2D<vector<half,4> > halfTexture4_0 : register(u3);
+
+
+#line 40
+RWStructuredBuffer<int > outputBuffer_0 : register(u0);
+
+
+#line 18
+[shader("compute")][numthreads(4, 4, 1)]
+void computeMain(vector<uint,3> dispatchThreadID_0 : SV_DISPATCHTHREADID)
+{
+
+#line 20
+ vector<int,2> pos_0 = (vector<int,2>) dispatchThreadID_0.xy;
+ float _S1 = 1.00000000000000000000 / 3.00000000000000000000;
+ vector<int,2> pos2_0 = vector<int,2>(3 - pos_0.y, 3 - pos_0.x);
+
+#line 29
+ half h_0 = halfTexture_0[(vector<uint,2>) pos2_0];
+ vector<half,2> h2_0 = halfTexture2_0[(vector<uint,2>) pos2_0];
+ vector<half,4> h4_0 = halfTexture4_0[(vector<uint,2>) pos2_0];
+
+
+
+ halfTexture_0[(vector<uint,2>) pos_0] = h2_0.x + h2_0.y;
+ halfTexture2_0[(vector<uint,2>) pos_0] = h4_0.xy;
+ halfTexture4_0[(vector<uint,2>) pos_0] = vector<half,4>(h2_0, h_0, h_0);
+
+ int index_0 = pos_0.x + pos_0.y * 4;
+ outputBuffer_0[(uint) index_0] = index_0;
+
+#line 18
+ return;
+}
+
+}