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authorjsmall-nvidia <jsmall@nvidia.com>2020-02-20 18:24:00 -0500
committerGitHub <noreply@github.com>2020-02-20 15:24:00 -0800
commit1f401d04e32c6feaeb35243ea5bfc2b14520344b (patch)
tree64394bc2f9fbef3dec3237c69604a0277d019f3c /tests/compute/texture-simple.slang
parentf9d99fde581c7dfdeb46e87f32da1fed8ac5441c (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.slang7
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;
}