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| author | jsmall-nvidia <jsmall@nvidia.com> | 2020-02-20 18:24:00 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-02-20 15:24:00 -0800 |
| commit | 1f401d04e32c6feaeb35243ea5bfc2b14520344b (patch) | |
| tree | 64394bc2f9fbef3dec3237c69604a0277d019f3c /tests/compute/texture-simple.slang | |
| parent | f9d99fde581c7dfdeb46e87f32da1fed8ac5441c (diff) | |
WIP on RWTexture types on CUDA/CPU (#1234)
* CUDA support for array of resources.
* * Add support for Texture2DArray on CPU
* Expand texture-simple.slang to test Texture2DArray
* Reorganise CUDAComputeUtil to split out createTextureResource.
* Add TextureCubeArray support for CPU/CUDA targets.
* Pulled out CUDAResource
Renamed derived classes to reflect that change.
* Creation of SurfObject type.
* Functions to return read/write access for simplifying future additions.
* WIP for RWTexture access on CPU/CUDA.
* CUsurfObject cannot have mips.
* Ability to set number of mips on test data.
Preliminary support for CUsurfObj and RWTexture1D on CUDA.
CUDA docs improvements.
* Fix typo.
Diffstat (limited to 'tests/compute/texture-simple.slang')
| -rw-r--r-- | tests/compute/texture-simple.slang | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/tests/compute/texture-simple.slang b/tests/compute/texture-simple.slang index 8e72250ff..df990ec7a 100644 --- a/tests/compute/texture-simple.slang +++ b/tests/compute/texture-simple.slang @@ -6,6 +6,10 @@ //DISABLE_TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute //TEST(compute):COMPARE_COMPUTE_EX:-cuda -compute +// Doesn't work on CUDA, not clear why yet +//DISABLE_TEST_INPUT: Texture1D(format=R_Float32, size=4, content = one, mipMaps=1):name tLoad1D +//Texture1D<float> tLoad1D; + //TEST_INPUT: Texture1D(size=4, content = one):name t1D Texture1D<float> t1D; //TEST_INPUT: Texture2D(size=4, content = one):name t2D @@ -35,6 +39,7 @@ void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) float u = idx * (1.0f / 4); float val = 0.0f; + val += t1D.SampleLevel(samplerState, u, 0); val += t2D.SampleLevel(samplerState, float2(u, u), 0); val += t3D.SampleLevel(samplerState, float3(u, u, u), 0); @@ -44,5 +49,7 @@ void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) val += t2DArray.SampleLevel(samplerState, float3(u, u, 0), 0); val += tCubeArray.SampleLevel(samplerState, float4(u, u, u, 0), 0); + //val += tLoad1D.Load(int2(idx, 0)); + outputBuffer[idx] = val; } |
