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| author | Jay Kwak <82421531+jkwak-work@users.noreply.github.com> | 2024-05-14 20:28:28 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-05-14 20:28:28 -0700 |
| commit | cc88530a722cc2ce7a09f2a39dadeeb504e2f221 (patch) | |
| tree | 2b2c3e56a4f4e13044a370f792e3d386b3d3f2ac /tests/metal/texture.slang | |
| parent | 4edc72e4dea47cf549b4e28940e3509a5ab61439 (diff) | |
Support combined textures for Metal target (#4169)
Diffstat (limited to 'tests/metal/texture.slang')
| -rw-r--r-- | tests/metal/texture.slang | 28 |
1 files changed, 9 insertions, 19 deletions
diff --git a/tests/metal/texture.slang b/tests/metal/texture.slang index fc9347bea..be93d3a5f 100644 --- a/tests/metal/texture.slang +++ b/tests/metal/texture.slang @@ -12,12 +12,6 @@ #define NEED_TO_TEST_FOR_METAL_CAPABILITY 1 #endif -#if defined(EMIT_SOURCE) - // It appears that Slang-test doesn't initialize the depth cube texture - // properly. - #define TEST_WHEN_DEPTH_CUBE_WORKS -#endif - //TEST_INPUT: ubuffer(data=[0], stride=4):out,name outputBuffer RWStructuredBuffer<int> outputBuffer; @@ -92,7 +86,7 @@ typealias depthcube_array = __TextureImpl< //TEST_INPUT: Texture2D(size=4, content = one):name d2D depth2d<float> d2D; -//TEST_INPUT: Texture2D(size=4, content = one):name dCube +//TEST_INPUT: TextureCube(size=4, content = one):name dCube depthcube<float> dCube; //TEST_INPUT: Texture2D(size=4, content = one, arrayLength=2):name d2DArray depth2d_array<float> d2DArray; @@ -248,7 +242,7 @@ bool TEST_texture_float() // METAL: tCube{{.*}}.calculate_clamped_lod({{.*}} // METALLIB: call {{.*}}.calculate_clamped_lod_texture_cube( - && float(0) == tCube.CalculateLevelOfDetail(samplerState, float3(u, u, u)) + && float(0) == tCube.CalculateLevelOfDetail(samplerState, normalize(float3(u, 1 - u, u))) // METAL: t2DArray{{.*}}.calculate_clamped_lod({{.*}} // METALLIB: call {{.*}}.calculate_clamped_lod_texture_2d_array( @@ -256,7 +250,7 @@ bool TEST_texture_float() // METAL: tCubeArray{{.*}}.calculate_clamped_lod({{.*}} // METALLIB: call {{.*}}.calculate_clamped_lod_texture_cube_array( - && float(0) == tCubeArray.CalculateLevelOfDetail(samplerState, float3(u, u, u)) + && float(0) == tCubeArray.CalculateLevelOfDetail(samplerState, normalize(float3(u, 1 - u, u))) // ======================================== // float CalculateLevelOfDetailUnclamped() @@ -317,7 +311,7 @@ bool TEST_texture_float() // METAL: tCubeArray{{.*}}.sample({{.*}} // METALLIB: call {{.*}}.sample_texture_cube_array.v4f32( - && all(Tv(1) == tCubeArray.Sample(samplerState, normalize(float4(u, 1 - u, u, 0)))) + && all(Tv(1) == tCubeArray.Sample(samplerState, float4(normalize(float3(u, 1 - u, u)), 0))) // Offset variant @@ -387,7 +381,7 @@ bool TEST_texture_float() // METAL: tCubeArray{{.*}}.sample({{.*}} // METALLIB: call {{.*}}.sample_texture_cube_array.v4f32( - && all(Tv(1) == tCubeArray.SampleBias(samplerState, normalize(float4(u, 1 - u, u, 0)), float(-1))) + && all(Tv(1) == tCubeArray.SampleBias(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), float(-1))) // Offset variant @@ -469,17 +463,15 @@ bool TEST_texture_float() // METAL: d2DArray{{.*}}.sample_compare( // METALLIB: call {{.*}}.sample_compare_depth_2d_array.f32( - && float(1) == d2DArray.SampleCmp(shadowSampler, normalize(float3(u, 1 - u, u)), 0) + && float(1) == d2DArray.SampleCmp(shadowSampler, float3(u, u, 0), 0) -#if defined(TEST_WHEN_DEPTH_CUBE_WORKS) // METAL: dCube{{.*}}.sample_compare( // METALLIB: call {{.*}}.sample_compare_depth_cube.f32( && float(1) == dCube.SampleCmp(shadowSampler, normalize(float3(u, 1 - u, u)), 0) // METAL: dCubeArray{{.*}}.sample_compare( // METALLIB: call {{.*}}.sample_compare_depth_cube_array.f32( - && float(1) == dCubeArray.SampleCmp(shadowSampler, normalize(float4(u, 1-u, u, u)), 0) -#endif + && float(1) == dCubeArray.SampleCmp(shadowSampler, float4(normalize(float3(u, 1 - u, u)), 0), 0) // Offset variant @@ -497,17 +489,15 @@ bool TEST_texture_float() // METAL: d2DArray{{.*}}.sample_compare( // METALLIB: call {{.*}}.sample_compare_depth_2d_array.f32( - && float(1) == d2DArray.SampleCmpLevelZero(shadowSampler, normalize(float3(u, 1 - u, u)), 0) + && float(1) == d2DArray.SampleCmpLevelZero(shadowSampler, float3(u, u, 0), 0) -#if defined(TEST_WHEN_DEPTH_CUBE_WORKS) // METAL: dCube{{.*}}.sample_compare( // METALLIB: call {{.*}}.sample_compare_depth_cube.f32( && float(1) == dCube.SampleCmpLevelZero(shadowSampler, normalize(float3(u, 1 - u, u)), 0) // METAL: dCubeArray{{.*}}.sample_compare( // METALLIB: call {{.*}}.sample_compare_depth_cube_array.f32( - && float(1) == dCubeArray.SampleCmpLevelZero(shadowSampler, normalize(float4(u, 1-u, u, u)), 0) -#endif + && float(1) == dCubeArray.SampleCmpLevelZero(shadowSampler, float4(normalize(float3(u, 1-u, u)), 0), 0) // Offset variant |
