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authorSami Kiminki (NVIDIA) <235843927+skiminki-nv@users.noreply.github.com>2025-10-10 19:39:13 +0300
committerGitHub <noreply@github.com>2025-10-10 16:39:13 +0000
commit5c672cef1f6ac6b5cd6cd71bd47489b7b7331adb (patch)
tree7511c0bca54c2ddda7d1101a795cb19dd588bc04 /tests/metal/texture-sampler-less.slang
parentcd50974490b82dd7e0f9ac0dd5ce9c17e390ff1f (diff)
8503 wgsl depth texture (#8645)
Add built-in type aliases for DepthTexture* and unify Sampler*Shadow Add the following type aliases: - DepthTexture1D, DepthTexture1DArray - DepthTexture2D, DepthTexture2DArray - DepthTexture2DMS, DepthTexture2DMSArray - DepthTexture3D - DepthTextureCube, DepthTextureCubeArray These match with the type aliases for non-depth textures. Also, unify the Sampler*Shadow type aliases with DepthTexture* ones. This adds the following: - Sampler2DMSShadow - Sampler2DMSArrayShadow and removes the Sampler3DArrayShadow type alias. As a side-effect, the descriptions of Sampler*ArrayShadow type aliases are fixed ("texture-sampler for shadow" ==> "texture-sampler array for shadow"). Update the slang tests to use the newly introduced type aliases instead of the custom type aliases that use _Texture<> directly. Add DepthTexture testing in hlsl-intrinsic/texture/texture-intrinsics. Do this by extracting the test logic of computeMain() in a separate function and parametrize it for non-depth/depth texture types. This adds basic coverage for the following types: - DepthTexture1D - DepthTexture2D - DepthTexture3D - DepthTextureCube - DepthTexture1DArray - DepthTexture2DArray - DepthTextureCubeArray Issue #6166 Issue #8503
Diffstat (limited to 'tests/metal/texture-sampler-less.slang')
-rw-r--r--tests/metal/texture-sampler-less.slang61
1 files changed, 4 insertions, 57 deletions
diff --git a/tests/metal/texture-sampler-less.slang b/tests/metal/texture-sampler-less.slang
index 6a7646e9a..80e5be3eb 100644
--- a/tests/metal/texture-sampler-less.slang
+++ b/tests/metal/texture-sampler-less.slang
@@ -28,63 +28,10 @@ Sampler1DArray<float> t1DArray;
Sampler2DArray<float> t2DArray;
SamplerCubeArray<float> tCubeArray;
-// Metal doc says "For depth texture types, T must be float."
-__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0>
-typealias depth2d = _Texture<
- T,
- __Shape2D,
- 0, // isArray
- 0, // isMS
- sampleCount,
- 0, // access
- 1, // isShadow
- 1, // isCombined
- format
->;
-
-__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0>
-typealias depth2d_array = _Texture<
- T,
- __Shape2D,
- 1, // isArray
- 0, // isMS
- sampleCount,
- 0, // access
- 1, // isShadow
- 1, // isCombined
- format
->;
-
-__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0>
-typealias depthcube = _Texture<
- T,
- __ShapeCube,
- 0, // isArray
- 0, // isMS
- sampleCount,
- 0, // access
- 1, // isShadow
- 1, // isCombined
- format
->;
-
-__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0>
-typealias depthcube_array = _Texture<
- T,
- __ShapeCube,
- 1, // isArray
- 0, // isMS
- sampleCount,
- 0, // access
- 1, // isShadow
- 1, // isCombined
- format
->;
-
-depth2d<float> d2D;
-depthcube<float> dCube;
-depth2d_array<float> d2DArray;
-depthcube_array<float> dCubeArray;
+Sampler2DShadow d2D;
+SamplerCubeShadow dCube;
+Sampler2DArrayShadow d2DArray;
+SamplerCubeArrayShadow dCubeArray;
bool TEST_texture_float()
{