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| author | Ellie Hermaszewska <ellieh@nvidia.com> | 2023-09-05 23:26:59 +0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-09-05 23:26:59 +0800 |
| commit | 2c2294d3310b24fd73cd41ec51338a736f3a2886 (patch) | |
| tree | 0e02393fa772e7741eb38079a79f5cacaa1ba7b0 /tests/cross-compile | |
| parent | 641f7bdc4ea4f75385c30d833cce4619a411ec67 (diff) | |
SPIR-V image operations (#3163)
* Add __truncate and __sampledType for spirv_asm
Allows some texture tests to start passing
* add __isVector
Currently unused
* Add 1-vector legalization pass (WIP)
* Add capabilities for image types
* neaten instruction dumping
* add 1-vector test
* Add a couple of cases to vec1 legalization
* Remove texture tests from expected failures
* comment
* regenerate vs projects
* Remove redundant define form synchapi emulation
* refactoring image methods
* All sample functions refactored
* Remove incorrect glsl intrinsics
Partially addresses https://github.com/shader-slang/slang/issues/3174
* __subscript image ops via writing funcs
* Extract texture struct writing from core.meta.slang
* Abstract out cuda intrinsic
* Remvoe erroneous call to opDecorateIndex
* spirv asm IR utils
* Correct position of loads for SPIR-V asm inst operands
* Raise constructors to global scope during spir-v legalization
* Correct snippet output
* Implement most texture sampling ops for SPIR-V
* Legalize 1-vectors for glsl too
* Make SPIR-V inst operands non-hoistable
* Better 1-vector legalization
* Put textures in ptrs for spirv
* insert missing break
* Add vec1 legalization test
* Add some missing pieces to slang-ir-insts
* Greatly neaten vec1 legalization
* a
* Neaten vec1 legalization
* Add image read and write intrinsics for spir-v
* Squash warnings
* regenerate vs projects
* Drop redundant guards
* Drop 5 tests from expected failure list
* Inst numbering changes to cross compile tests
* vec1 legalization tests only on vk
* Correct location of asm op emit
* Inline constant in spirv-asm
* Correct signedness for lane in wave intrinsics
* Extract element from float1 for cuda
* squash warnings
* Neaten spirv-emit
* dedupe more capabilities
* warnings
* neaten assert
* comments
* comments
Diffstat (limited to 'tests/cross-compile')
| -rw-r--r-- | tests/cross-compile/non-uniform-indexing.slang.glsl | 16 | ||||
| -rw-r--r-- | tests/cross-compile/vk-texture-indexing.slang.glsl | 16 |
2 files changed, 9 insertions, 23 deletions
diff --git a/tests/cross-compile/non-uniform-indexing.slang.glsl b/tests/cross-compile/non-uniform-indexing.slang.glsl index 96abe6bac..07e8f9e38 100644 --- a/tests/cross-compile/non-uniform-indexing.slang.glsl +++ b/tests/cross-compile/non-uniform-indexing.slang.glsl @@ -1,10 +1,9 @@ -//TEST_IGNORE_FILE #version 450 - #extension GL_EXT_nonuniform_qualifier : require - +layout(row_major) uniform; +layout(row_major) buffer; layout(binding = 0) -uniform texture2D t_0[10]; +uniform texture2D t_0[10]; layout(binding = 1) uniform sampler s_0; @@ -17,12 +16,7 @@ in vec3 _S2; void main() { - vec4 _S3 = texture( - sampler2D( - t_0[nonuniformEXT(int(_S2.z))], - s_0), - _S2.xy); - - _S1 = _S3; + _S1 = (texture(sampler2D(t_0[nonuniformEXT(int(_S2.z))],s_0), (_S2.xy))); return; } + diff --git a/tests/cross-compile/vk-texture-indexing.slang.glsl b/tests/cross-compile/vk-texture-indexing.slang.glsl index 73513c623..7fd768465 100644 --- a/tests/cross-compile/vk-texture-indexing.slang.glsl +++ b/tests/cross-compile/vk-texture-indexing.slang.glsl @@ -3,31 +3,23 @@ #extension GL_EXT_nonuniform_qualifier : require layout(row_major) uniform; layout(row_major) buffer; - layout(binding = 0) uniform texture2D gParams_textures_0[10]; - float fetchData_0(uvec2 coords_0, uint index_0) { - float _S1 = (texelFetch((gParams_textures_0[nonuniformEXT(index_0)]), ivec2((coords_0)), 0).x); - - return _S1; + return (texelFetch((gParams_textures_0[nonuniformEXT(index_0)]), ivec2((coords_0)), 0).x); } layout(location = 0) -out vec4 _S2; - +out vec4 _S1; flat layout(location = 0) -in uvec3 _S3; - +in uvec3 _S2; void main() { - - _S2 = vec4(fetchData_0(_S3.xy, _S3.z)); - + _S1 = vec4(fetchData_0(_S2.xy, _S2.z)); return; } |
