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| author | Sami Kiminki (NVIDIA) <235843927+skiminki-nv@users.noreply.github.com> | 2025-10-10 19:39:13 +0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-10-10 16:39:13 +0000 |
| commit | 5c672cef1f6ac6b5cd6cd71bd47489b7b7331adb (patch) | |
| tree | 7511c0bca54c2ddda7d1101a795cb19dd588bc04 /tests/metal/texture-sampler-less.slang | |
| parent | cd50974490b82dd7e0f9ac0dd5ce9c17e390ff1f (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.slang | 61 |
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() { |
