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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/wgsl/texture-gather.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/wgsl/texture-gather.slang')
| -rw-r--r-- | tests/wgsl/texture-gather.slang | 60 |
1 files changed, 4 insertions, 56 deletions
diff --git a/tests/wgsl/texture-gather.slang b/tests/wgsl/texture-gather.slang index d0772994e..bb5851159 100644 --- a/tests/wgsl/texture-gather.slang +++ b/tests/wgsl/texture-gather.slang @@ -68,66 +68,14 @@ TextureCubeArray<uint4> tCubeArray_u32v4; // depth -__generic<let sampleCount:int=0, let format:int=0> -typealias Depth2D = _Texture< - float, - __Shape2D, - 0, // isArray - 0, // isMS - sampleCount, - 0, // access - 1, // isShadow - 0, // isCombined - format ->; - -__generic<let sampleCount:int=0, let format:int=0> -typealias Depth2DArray = _Texture< - float, - __Shape2D, - 1, // isArray - 0, // isMS - sampleCount, - 0, // access - 1, // isShadow - 0, // isCombined - format ->; - -__generic<let sampleCount:int=0, let format:int=0> -typealias DepthCube = _Texture< - float, - __ShapeCube, - 0, // isArray - 0, // isMS - sampleCount, - 0, // access - 1, // isShadow - 0, // isCombined - format ->; - -__generic<let sampleCount:int=0, let format:int=0> -typealias DepthCubeArray = _Texture< - float, - __ShapeCube, - 1, // isArray - 0, // isMS - sampleCount, - 0, // access - 1, // isShadow - 0, // isCombined - format ->; - //TEST_INPUT: Texture2D(size=4, content = zero):name d2D -Depth2D d2D; +DepthTexture2D d2D; //TEST_INPUT: TextureCube(size=4, content = zero):name dCube -DepthCube dCube; +DepthTextureCube dCube; //TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name d2DArray -Depth2DArray d2DArray; +DepthTexture2DArray d2DArray; //TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name dCubeArray -DepthCubeArray dCubeArray; +DepthTextureCubeArray dCubeArray; //TEST_INPUT: Sampler:name samplerState SamplerState samplerState; |
