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| author | Yong He <yonghe@outlook.com> | 2025-01-17 14:37:27 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-01-17 14:37:27 -0800 |
| commit | fc77070fdc9bfa599e8d66b21743778de3011e53 (patch) | |
| tree | a9a0983bd704b0e760ae94d5330a74bc72f1154f /tests/wgsl/texture.slang | |
| parent | 3ff257816fc8f376d9bee76378a690757f8b5377 (diff) | |
Refactor _Texture to constrain on texel types. (#6115)
* Refactor _Texture to constrain on texel types.
* Fix tests.
* Fix.
* Disable glsl texture test because rhi can't run it correctly.
Diffstat (limited to 'tests/wgsl/texture.slang')
| -rw-r--r-- | tests/wgsl/texture.slang | 104 |
1 files changed, 51 insertions, 53 deletions
diff --git a/tests/wgsl/texture.slang b/tests/wgsl/texture.slang index be098c9ca..1a14fec32 100644 --- a/tests/wgsl/texture.slang +++ b/tests/wgsl/texture.slang @@ -35,7 +35,7 @@ Texture2DArray<float4> t2DArray_f32v4; //TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name tCubeArray_f32v4 TextureCubeArray<float4> tCubeArray_f32v4; -__generic<T : __BuiltinType, let sampleCount:int=0, let format:int=0> +__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0> typealias depth2d = _Texture< T, __Shape2D, @@ -48,7 +48,7 @@ typealias depth2d = _Texture< format >; -__generic<T : __BuiltinType, let sampleCount:int=0, let format:int=0> +__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0> typealias depth2d_array = _Texture< T, __Shape2D, @@ -61,7 +61,7 @@ typealias depth2d_array = _Texture< format >; -__generic<T : __BuiltinType, let sampleCount:int=0, let format:int=0> +__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0> typealias depthcube = _Texture< T, __ShapeCube, @@ -74,7 +74,7 @@ typealias depthcube = _Texture< format >; -__generic<T : __BuiltinType, let sampleCount:int=0, let format:int=0> +__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0> typealias depthcube_array = _Texture< T, __ShapeCube, @@ -101,21 +101,19 @@ SamplerState samplerState; //TEST_INPUT: Sampler:name shadowSampler SamplerComparisonState shadowSampler; - -__generic<T:__BuiltinArithmeticType, let N:int> -bool TEST_texture( - Texture1D<vector<T,N>> t1D, - Texture2D<vector<T,N>> t2D, - Texture3D<vector<T,N>> t3D, - TextureCube<vector<T,N>> tCube, - Texture1DArray<vector<T,N>> t1DArray, - Texture2DArray<vector<T,N>> t2DArray, - TextureCubeArray<vector<T,N>> tCubeArray -) +bool TEST_texture<T>( + Texture1D<T> t1D, + Texture2D<T> t2D, + Texture3D<T> t3D, + TextureCube<T> tCube, + Texture1DArray<T> t1DArray, + Texture2DArray<T> t2DArray, + TextureCubeArray<T> tCubeArray +) where T:ITexelElement, IArithmetic { // WGSL-LABEL: TEST_texture - typealias Tvn = vector<T,N>; - typealias Tv4 = vector<T,4>; + typealias Tvn = T; + typealias Tv4 = vector<T.Element,4>; float u = 0; float u2 = 0.5; @@ -185,40 +183,40 @@ bool TEST_texture( // =========== // WGSL: textureSample({{\(*}}t1D - && all(Tvn(T(0)) == t1D.Sample(samplerState, u)) + && all(Tvn(T.Element(0)) == t1D.Sample(samplerState, u)) // WGSL: textureSample({{\(*}}t2D - && all(Tvn(T(0)) == t2D.Sample(samplerState, float2(u, u))) + && all(Tvn(T.Element(0)) == t2D.Sample(samplerState, float2(u, u))) // WGSL: textureSample({{\(*}}t3D - && all(Tvn(T(0)) == t3D.Sample(samplerState, float3(u, u, u))) + && all(Tvn(T.Element(0)) == t3D.Sample(samplerState, float3(u, u, u))) // WGSL: textureSample({{\(*}}tCube - && all(Tvn(T(0)) == tCube.Sample(samplerState, normalize(float3(u, 1 - u, u)))) + && all(Tvn(T.Element(0)) == tCube.Sample(samplerState, normalize(float3(u, 1 - u, u)))) // WGSL doesn't support textureSample for 1d_array and 3d_array; only 2d and cube // WGSL: textureSample({{\(*}}t2DArray - && all(Tvn(T(0)) == t2DArray.Sample(samplerState, float3(u, u, 0))) + && all(Tvn(T.Element(0)) == t2DArray.Sample(samplerState, float3(u, u, 0))) // WGSL: textureSample({{\(*}}tCubeArray - && all(Tvn(T(0)) == tCubeArray.Sample(samplerState, float4(normalize(float3(u, 1 - u, u)), 0))) + && all(Tvn(T.Element(0)) == tCubeArray.Sample(samplerState, float4(normalize(float3(u, 1 - u, u)), 0))) // Offset variant // WGSL: textureSample({{\(*}}t1D - && all(Tvn(T(0)) == t1D.Sample(samplerState, u, 1)) + && all(Tvn(T.Element(0)) == t1D.Sample(samplerState, u, 1)) // WGSL: textureSample({{\(*}}t2D - && all(Tvn(T(0)) == t2D.Sample(samplerState, float2(u, u), int2(1, 1))) + && all(Tvn(T.Element(0)) == t2D.Sample(samplerState, float2(u, u), int2(1, 1))) // WGSL: textureSample({{\(*}}t3D - && all(Tvn(T(0)) == t3D.Sample(samplerState, float3(u, u, u), int3(1, 1, 1))) + && all(Tvn(T.Element(0)) == t3D.Sample(samplerState, float3(u, u, u), int3(1, 1, 1))) // WGSL doesn't support offset variant for cube and cube_array // WGSL: textureSample({{\(*}}t2DArray - && all(Tvn(T(0)) == t2DArray.Sample(samplerState, float3(u, u, 0), int2(1, 1))) + && all(Tvn(T.Element(0)) == t2DArray.Sample(samplerState, float3(u, u, 0), int2(1, 1))) // Clamp variant // WGSL doesn't support clamp variants for `textureSample()` @@ -231,30 +229,30 @@ bool TEST_texture( // WGSL doesn't support Bias for 1D texture // WGSL: textureSampleBias({{\(*}}t2D - && all(Tvn(T(0)) == t2D.SampleBias(samplerState, float2(u, u), float(-1))) + && all(Tvn(T.Element(0)) == t2D.SampleBias(samplerState, float2(u, u), float(-1))) // WGSL: textureSampleBias({{\(*}}t3D - && all(Tvn(T(0)) == t3D.SampleBias(samplerState, float3(u, u, u), float(-1))) + && all(Tvn(T.Element(0)) == t3D.SampleBias(samplerState, float3(u, u, u), float(-1))) // WGSL: textureSampleBias({{\(*}}tCube - && all(Tvn(T(0)) == tCube.SampleBias(samplerState, normalize(float3(u, 1 - u, u)), float(-1))) + && all(Tvn(T.Element(0)) == tCube.SampleBias(samplerState, normalize(float3(u, 1 - u, u)), float(-1))) // WGSL: textureSampleBias({{\(*}}t2DArray - && all(Tvn(T(0)) == t2DArray.SampleBias(samplerState, float3(u, u, 0), float(-1))) + && all(Tvn(T.Element(0)) == t2DArray.SampleBias(samplerState, float3(u, u, 0), float(-1))) // WGSL: textureSampleBias({{\(*}}tCubeArray - && all(Tvn(T(0)) == tCubeArray.SampleBias(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), float(-1))) + && all(Tvn(T.Element(0)) == tCubeArray.SampleBias(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), float(-1))) // Offset variant // WGSL: textureSampleBias({{\(*}}t2D - && all(Tvn(T(0)) == t2D.SampleBias(samplerState, float2(u, u), float(-1), int2(1, 1))) + && all(Tvn(T.Element(0)) == t2D.SampleBias(samplerState, float2(u, u), float(-1), int2(1, 1))) // WGSL: textureSampleBias({{\(*}}t3D - && all(Tvn(T(0)) == t3D.SampleBias(samplerState, float3(u, u, u), float(-1), int3(1, 1, 1))) + && all(Tvn(T.Element(0)) == t3D.SampleBias(samplerState, float3(u, u, u), float(-1), int3(1, 1, 1))) // WGSL: textureSampleBias({{\(*}}t2DArray - && all(Tvn(T(0)) == t2DArray.SampleBias(samplerState, float3(u, u, 0), float(-1), int2(1, 1))) + && all(Tvn(T.Element(0)) == t2DArray.SampleBias(samplerState, float3(u, u, 0), float(-1), int2(1, 1))) // =================================== // T SampleLevel() @@ -264,30 +262,30 @@ bool TEST_texture( // WGSL doesn't support textureSampleLevel for 1D texture // WGSL: textureSampleLevel({{\(*}}t2D - && all(Tvn(T(0)) == t2D.SampleLevel(samplerState, float2(u, u), 0)) + && all(Tvn(T.Element(0)) == t2D.SampleLevel(samplerState, float2(u, u), 0)) // WGSL: textureSampleLevel({{\(*}}t3D - && all(Tvn(T(0)) == t3D.SampleLevel(samplerState, float3(u, u, u), 0)) + && all(Tvn(T.Element(0)) == t3D.SampleLevel(samplerState, float3(u, u, u), 0)) // WGSL: textureSampleLevel({{\(*}}tCube - && all(Tvn(T(0)) == tCube.SampleLevel(samplerState, normalize(float3(u, 1 - u, u)), 0)) + && all(Tvn(T.Element(0)) == tCube.SampleLevel(samplerState, normalize(float3(u, 1 - u, u)), 0)) // WGSL: textureSampleLevel({{\(*}}t2DArray - && all(Tvn(T(0)) == t2DArray.SampleLevel(samplerState, float3(u, u, 0), 0)) + && all(Tvn(T.Element(0)) == t2DArray.SampleLevel(samplerState, float3(u, u, 0), 0)) // WGSL: textureSampleLevel({{\(*}}tCubeArray - && all(Tvn(T(0)) == tCubeArray.SampleLevel(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), 0)) + && all(Tvn(T.Element(0)) == tCubeArray.SampleLevel(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), 0)) // Offset variant // WGSL: textureSampleLevel({{\(*}}t2D - && all(Tvn(T(0)) == t2D.SampleLevel(samplerState, float2(u, u), 0, int2(1, 1))) + && all(Tvn(T.Element(0)) == t2D.SampleLevel(samplerState, float2(u, u), 0, int2(1, 1))) // WGSL: textureSampleLevel({{\(*}}t3D - && all(Tvn(T(0)) == t3D.SampleLevel(samplerState, float3(u, u, u), 0, int3(1, 1, 1))) + && all(Tvn(T.Element(0)) == t3D.SampleLevel(samplerState, float3(u, u, u), 0, int3(1, 1, 1))) // WGSL: textureSampleLevel({{\(*}}t2DArray - && all(Tvn(T(0)) == t2DArray.SampleLevel(samplerState, float3(u, u, 0), 0, int2(1, 1))) + && all(Tvn(T.Element(0)) == t2DArray.SampleLevel(samplerState, float3(u, u, 0), 0, int2(1, 1))) // ================== // float SampleCmp() @@ -349,30 +347,30 @@ bool TEST_texture( // WGSL doesn't support textureSampleGrad for 1D textures // WGSL: textureSampleGrad({{\(*}}t2D - && all(Tvn(T(0)) == t2D.SampleGrad(samplerState, float2(u, u), float2(ddx, ddx), float2(ddy, ddy))) + && all(Tvn(T.Element(0)) == t2D.SampleGrad(samplerState, float2(u, u), float2(ddx, ddx), float2(ddy, ddy))) // WGSL: textureSampleGrad({{\(*}}t3D - && all(Tvn(T(0)) == t3D.SampleGrad(samplerState, float3(u, u, u), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy))) + && all(Tvn(T.Element(0)) == t3D.SampleGrad(samplerState, float3(u, u, u), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy))) // WGSL: textureSampleGrad({{\(*}}tCube - && all(Tvn(T(0)) == tCube.SampleGrad(samplerState, normalize(float3(u, 1 - u, u)), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy))) + && all(Tvn(T.Element(0)) == tCube.SampleGrad(samplerState, normalize(float3(u, 1 - u, u)), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy))) // WGSL: textureSampleGrad({{\(*}}t2DArray - && all(Tvn(T(0)) == t2DArray.SampleGrad(samplerState, float3(u, u, 0.0f), float2(ddx, ddx), float2(ddy, ddy))) + && all(Tvn(T.Element(0)) == t2DArray.SampleGrad(samplerState, float3(u, u, 0.0f), float2(ddx, ddx), float2(ddy, ddy))) // WGSL: textureSampleGrad({{\(*}}tCubeArray - && all(Tvn(T(0)) == tCubeArray.SampleGrad(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy))) + && all(Tvn(T.Element(0)) == tCubeArray.SampleGrad(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy))) // Offset variant // WGSL: textureSampleGrad({{\(*}}t2D - && all(Tvn(T(0)) == t2D.SampleGrad(samplerState, float2(u2, u), float2(ddx, ddx), float2(ddy, ddy), int2(0, 0))) + && all(Tvn(T.Element(0)) == t2D.SampleGrad(samplerState, float2(u2, u), float2(ddx, ddx), float2(ddy, ddy), int2(0, 0))) // WGSL: textureSampleGrad({{\(*}}t3D - && all(Tvn(T(0)) == t3D.SampleGrad(samplerState, float3(u2, u, u), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy), int3(0, 0, 0))) + && all(Tvn(T.Element(0)) == t3D.SampleGrad(samplerState, float3(u2, u, u), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy), int3(0, 0, 0))) // WGSL: textureSampleGrad({{\(*}}t2DArray - && all(Tvn(T(0)) == t2DArray.SampleGrad(samplerState, float3(u2, u, 0.0f), float2(ddx, ddx), float2(ddy, ddy), int2(0, 0))) + && all(Tvn(T.Element(0)) == t2DArray.SampleGrad(samplerState, float3(u2, u, 0.0f), float2(ddx, ddx), float2(ddy, ddy), int2(0, 0))) ; return result; @@ -381,7 +379,7 @@ bool TEST_texture( void fragMain() { bool result = true - && TEST_texture<float, 3>( + && TEST_texture<float3>( t1D_f32v3, t2D_f32v3, t3D_f32v3, @@ -389,7 +387,7 @@ void fragMain() t1DArray_f32v3, t2DArray_f32v3, tCubeArray_f32v3) - && TEST_texture<float, 4>( + && TEST_texture<float4>( t1D_f32v4, t2D_f32v4, t3D_f32v4, |
