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| author | Yong He <yonghe@outlook.com> | 2023-09-26 23:56:06 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-09-27 14:56:06 +0800 |
| commit | ebe8ddefc48478307d5f206cd3e40c41d28a36e3 (patch) | |
| tree | 8e13977979909a26394eea532d8b95cd5ad0f6d1 /tests/cross-compile | |
| parent | c5c8cfbb360d9a763f549df48636effde839eacd (diff) | |
Various SPIRV fixes. (#3231)
* Various SPIRV fixes.
- Geometry shader support (WIP).
- Fix texture get dimension and load.
- Fold global GetElement(MakeArray/MakeVector) insts.
- Call spvopt to inline all functions.
- Translate OpImageSubscript.
- Emit struct member names and global variable names.
- Fix lowering of OpBitNot -> OpNot, instead of OpBitReverse.
* Fix test.
* Fix geometry shader.
* Fix geometry shader emit.
* Add atomic Image access test.
* Fix tests.
* don't fail if spirv-opt fails.
* Update comments.
* Fix test.
* Cleanups.
* indentation
---------
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
Diffstat (limited to 'tests/cross-compile')
| -rw-r--r-- | tests/cross-compile/texture-load.slang.glsl | 19 |
1 files changed, 2 insertions, 17 deletions
diff --git a/tests/cross-compile/texture-load.slang.glsl b/tests/cross-compile/texture-load.slang.glsl index d9145cdbf..7d080a3cb 100644 --- a/tests/cross-compile/texture-load.slang.glsl +++ b/tests/cross-compile/texture-load.slang.glsl @@ -1,13 +1,8 @@ -// texture-load.slang.glsl -//TEST_IGNORE_FILE: - #version 450 - +#extension GL_EXT_samplerless_texture_functions : require layout(row_major) uniform; layout(row_major) buffer; -#extension GL_EXT_samplerless_texture_functions : require - struct SLANG_ParameterGroup_C_0 { ivec2 pos_0; @@ -31,16 +26,6 @@ layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; void main() { ivec3 _S2 = ivec3(C_0.pos_0, 0); - - vec2 tmp_0 = texelFetch( - inputTexture_0, - _S2.xy, - _S2.z).xy; - - imageStore( - outputTexture_0, - ivec2(uvec2(C_0.pos_0)), - vec4(tmp_0, float(0), float(0))); - + imageStore((outputTexture_0), ivec2((uvec2(C_0.pos_0))), vec4((texelFetch((inputTexture_0), ((_S2)).xy, ((_S2)).z).xy), float(0), float(0))); return; } |
