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authorGangzheng Tong <tonggangzheng@gmail.com>2025-06-18 10:38:31 -0700
committerGitHub <noreply@github.com>2025-06-18 17:38:31 +0000
commit3822f9243f7b80be4c47318cf3d0b8d9800e67dd (patch)
tree2a0f92310625b7d83fccaef205087579f292281a /tests/metal
parent63ca2325d7f6afdbf07e8f00975fab01ec516302 (diff)
Fix additional VVL violations (#7377)
* fix: add sampleCount and mipMaps to st2DMS_f32v4 Fix VUID-VkImageCreateInfo-samples-02257: The Vulkan spec states: If an OpTypeImage has an MS operand 1, its bound image must not have been created with VkImageCreateInfo::samples as VK_SAMPLE_COUNT_1_BIT * Fix VUID-VkShaderModuleCreateInfo-pCode-08740 Rename VK_KHR_COMPUTE_SHADER_DERIVATIVES_EXTENSION_NAME to VK_NV_COMPUTE_SHADER_DERIVATIVES_EXTENSION_NAME * fix: add sampleCount and mipMaps to st2DMS_f32v4 Fix VUID-VkImageCreateInfo-samples-02257: The Vulkan spec states: If an OpTypeImage has an MS operand 1, its bound image must not have been created with VkImageCreateInfo::samples as VK_SAMPLE_COUNT_1_BIT * Fix VUID-VkShaderModuleCreateInfo-pCode-08740 Rename VK_KHR_COMPUTE_SHADER_DERIVATIVES_EXTENSION_NAME to VK_NV_COMPUTE_SHADER_DERIVATIVES_EXTENSION_NAME * Fix VUID-vkCmdDispatch-None-06479 Use correct format for combined depth texture. * Fix VUID-vkCmdDispatch-format-07753 by setting format Parse filtering mode for sampler because the RGBA8* formats do not support linear filtering * Create MS texture type for sample count > 1 * Use different texture formats for depth compare and gather ops * Use clearTexture for init the data for MS textures
Diffstat (limited to 'tests/metal')
-rw-r--r--tests/metal/texture.slang40
1 files changed, 20 insertions, 20 deletions
diff --git a/tests/metal/texture.slang b/tests/metal/texture.slang
index 174717da4..70cd1b266 100644
--- a/tests/metal/texture.slang
+++ b/tests/metal/texture.slang
@@ -56,36 +56,36 @@ Texture2DArray<half4> t2DArray_f16;
//TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name tCubeArray_f16
TextureCubeArray<half4> tCubeArray_f16;
-//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_i32
+//TEST_INPUT: Texture1D(size=4, format=RGBA8Sint, content = zero):name t1D_i32
Texture1D<int4> t1D_i32;
-//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_i32
+//TEST_INPUT: Texture2D(size=4, format=RGBA8Sint, content = zero):name t2D_i32
Texture2D<int4> t2D_i32;
-//TEST_INPUT: Texture3D(size=4, content = zero):name t3D_i32
+//TEST_INPUT: Texture3D(size=4, format=RGBA8Sint, content = zero):name t3D_i32
Texture3D<int4> t3D_i32;
-//TEST_INPUT: TextureCube(size=4, content = zero):name tCube_i32
+//TEST_INPUT: TextureCube(size=4, format=RGBA8Sint, content = zero):name tCube_i32
TextureCube<int4> tCube_i32;
-//TEST_INPUT: Texture1D(size=4, content = zero, arrayLength=2):name t1DArray_i32
+//TEST_INPUT: Texture1D(size=4, format=RGBA8Sint, content = zero, arrayLength=2):name t1DArray_i32
Texture1DArray<int4> t1DArray_i32;
-//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name t2DArray_i32
+//TEST_INPUT: Texture2D(size=4, format=RGBA8Sint, content = zero, arrayLength=2):name t2DArray_i32
Texture2DArray<int4> t2DArray_i32;
-//TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name tCubeArray_i32
+//TEST_INPUT: TextureCube(size=4, format=RGBA8Sint, content = zero, arrayLength=2):name tCubeArray_i32
TextureCubeArray<int4> tCubeArray_i32;
-//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_u32
+//TEST_INPUT: Texture1D(size=4, format=RGBA8Uint, content = zero):name t1D_u32
Texture1D<uint4> t1D_u32;
-//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_u32
+//TEST_INPUT: Texture2D(size=4, format=RGBA8Uint, content = zero):name t2D_u32
Texture2D<uint4> t2D_u32;
-//TEST_INPUT: Texture3D(size=4, content = zero):name t3D_u32
+//TEST_INPUT: Texture3D(size=4, format=RGBA8Uint, content = zero):name t3D_u32
Texture3D<uint4> t3D_u32;
-//TEST_INPUT: TextureCube(size=4, content = zero):name tCube_u32
+//TEST_INPUT: TextureCube(size=4, format=RGBA8Uint, content = zero):name tCube_u32
TextureCube<uint4> tCube_u32;
-//TEST_INPUT: Texture1D(size=4, content = zero, arrayLength=2):name t1DArray_u32
+//TEST_INPUT: Texture1D(size=4, format=RGBA8Uint, content = zero, arrayLength=2):name t1DArray_u32
Texture1DArray<uint4> t1DArray_u32;
-//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name t2DArray_u32
+//TEST_INPUT: Texture2D(size=4, format=RGBA8Uint, content = zero, arrayLength=2):name t2DArray_u32
Texture2DArray<uint4> t2DArray_u32;
-//TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name tCubeArray_u32
+//TEST_INPUT: TextureCube(size=4, format=RGBA8Uint, content = zero, arrayLength=2):name tCubeArray_u32
TextureCubeArray<uint4> tCubeArray_u32;
//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_i16
@@ -173,18 +173,18 @@ typealias depthcube_array = _Texture<
format
>;
-//TEST_INPUT: Texture2D(size=4, content = zero):name d2D
+//TEST_INPUT: Texture2D(size=4, format=D32Float, content = zero):name d2D
depth2d<float> d2D;
-//TEST_INPUT: TextureCube(size=4, content = zero):name dCube
+//TEST_INPUT: TextureCube(size=4, format=D32Float, content = zero):name dCube
depthcube<float> dCube;
-//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name d2DArray
+//TEST_INPUT: Texture2D(size=4, format=D32Float, content = zero, arrayLength=2):name d2DArray
depth2d_array<float> d2DArray;
-//TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name dCubeArray
+//TEST_INPUT: TextureCube(size=4, format=D32Float, content = zero, arrayLength=2):name dCubeArray
depthcube_array<float> dCubeArray;
-//TEST_INPUT: Sampler:name samplerState
+//TEST_INPUT: Sampler(filteringMode=point):name samplerState
SamplerState samplerState;
-//TEST_INPUT: Sampler:name shadowSampler
+//TEST_INPUT: Sampler(depthCompare):name shadowSampler
SamplerComparisonState shadowSampler;