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authorSimon Kallweit <64953474+skallweitNV@users.noreply.github.com>2025-04-24 10:23:06 +0200
committerGitHub <noreply@github.com>2025-04-24 08:23:06 +0000
commitae1a5e40880808252c68eb51e44051b32a34d399 (patch)
tree5084b274b2929658bab9bfdf2b96e22c5b440a83 /tests/wgsl
parentb78a8ba006fc9253cd1fd88fb7dd1eacfa749dfa (diff)
update slang-rhi (#6587)
* update slang-rhi submodule * slang-rhi API changes * disable agility sdk * fix texture creation * update formats in tests * Extent3D rename * use 1 mip level for 1D textures for Metal * fix texture upload * update to latest slang-rhi * update slang-rhi * format code * update slang-rhi * do not run texture-intrinsics test on metal * update slang-rhi * deal with failing tests * fix more tests * update slang-rhi --------- Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com> Co-authored-by: Simon Kallweit <simon.kallweit@gmail.com>
Diffstat (limited to 'tests/wgsl')
-rw-r--r--tests/wgsl/texture-storage.slang56
1 files changed, 28 insertions, 28 deletions
diff --git a/tests/wgsl/texture-storage.slang b/tests/wgsl/texture-storage.slang
index 62c8d13c8..275ffe9d4 100644
--- a/tests/wgsl/texture-storage.slang
+++ b/tests/wgsl/texture-storage.slang
@@ -8,30 +8,30 @@ RWStructuredBuffer<int> outputBuffer;
// f32 types
-//TEST_INPUT: RWTexture1D(format=R32G32_FLOAT, size=4, content = zero):name w1D_f32v2
-//TEST_INPUT: RWTexture2D(format=R32G32_FLOAT, size=4, content = zero):name w2D_f32v2
-//TEST_INPUT: RWTexture3D(format=R32G32_FLOAT, size=4, content = zero):name w3D_f32v2
-//TEST_INPUT: RWTexture2D(format=R32G32_FLOAT, size=4, content = zero, arrayLength=2):name w2DArray_f32v2
+//TEST_INPUT: RWTexture1D(format=RG32Float, size=4, content = zero):name w1D_f32v2
+//TEST_INPUT: RWTexture2D(format=RG32Float, size=4, content = zero):name w2D_f32v2
+//TEST_INPUT: RWTexture3D(format=RG32Float, size=4, content = zero):name w3D_f32v2
+//TEST_INPUT: RWTexture2D(format=RG32Float, size=4, content = zero, arrayLength=2):name w2DArray_f32v2
// WGSL: var w1D_f32v2{{[^:]*}}: texture_storage_1d<rg32float, read_write>
[format("rg32f")] RWTexture1D<float2> w1D_f32v2;
[format("rg32f")] RWTexture2D<float2> w2D_f32v2;
[format("rg32f")] RWTexture3D<float2> w3D_f32v2;
[format("rg32f")] RWTexture2DArray<float2> w2DArray_f32v2;
-//TEST_INPUT: RWTexture1D(format=R8G8B8A8_UNORM, size=4, content = zero):name w1D_f32v4
-//TEST_INPUT: RWTexture2D(format=R8G8B8A8_UNORM, size=4, content = zero):name w2D_f32v4
-//TEST_INPUT: RWTexture3D(format=R8G8B8A8_UNORM, size=4, content = zero):name w3D_f32v4
-//TEST_INPUT: RWTexture2D(format=R8G8B8A8_UNORM, size=4, content = zero, arrayLength=2):name w2DArray_f32v4
+//TEST_INPUT: RWTexture1D(format=RGBA8Unorm, size=4, content = zero):name w1D_f32v4
+//TEST_INPUT: RWTexture2D(format=RGBA8Unorm, size=4, content = zero):name w2D_f32v4
+//TEST_INPUT: RWTexture3D(format=RGBA8Unorm, size=4, content = zero):name w3D_f32v4
+//TEST_INPUT: RWTexture2D(format=RGBA8Unorm, size=4, content = zero, arrayLength=2):name w2DArray_f32v4
// WGSL: var w1D_f32v4{{[^:]*}}: texture_storage_1d<rgba8unorm, read_write>
[format("rgba8")] RWTexture1D<float4> w1D_f32v4;
[format("rgba8")] RWTexture2D<float4> w2D_f32v4;
[format("rgba8")] RWTexture3D<float4> w3D_f32v4;
[format("rgba8")] RWTexture2DArray<float4> w2DArray_f32v4;
-//TEST_INPUT: RWTexture1D(format=B8G8R8A8_UNORM, size=4, content = zero):name w1D_f32_bgra_v4
-//TEST_INPUT: RWTexture2D(format=B8G8R8A8_UNORM, size=4, content = zero):name w2D_f32_bgra_v4
-//TEST_INPUT: RWTexture3D(format=B8G8R8A8_UNORM, size=4, content = zero):name w3D_f32_bgra_v4
-//TEST_INPUT: RWTexture2D(format=B8G8R8A8_UNORM, size=4, content = zero, arrayLength=2):name w2DArray_f32_bgra_v4
+//TEST_INPUT: RWTexture1D(format=BGRA8Unorm, size=4, content = zero):name w1D_f32_bgra_v4
+//TEST_INPUT: RWTexture2D(format=BGRA8Unorm, size=4, content = zero):name w2D_f32_bgra_v4
+//TEST_INPUT: RWTexture3D(format=BGRA8Unorm, size=4, content = zero):name w3D_f32_bgra_v4
+//TEST_INPUT: RWTexture2D(format=BGRA8Unorm, size=4, content = zero, arrayLength=2):name w2DArray_f32_bgra_v4
// WGSL: var w1D_f32_bgra_v4{{[^:]*}}: texture_storage_1d<bgra8unorm, read_write>
[format("bgra8")] RWTexture1D<float4> w1D_f32_bgra_v4;
[format("bgra8")] RWTexture2D<float4> w2D_f32_bgra_v4;
@@ -40,20 +40,20 @@ RWStructuredBuffer<int> outputBuffer;
// i32 types
-//TEST_INPUT: RWTexture1D(format=R32G32_SINT, size=4, content = zero):name w1D_i32v2
-//TEST_INPUT: RWTexture2D(format=R32G32_SINT, size=4, content = zero):name w2D_i32v2
-//TEST_INPUT: RWTexture3D(format=R32G32_SINT, size=4, content = zero):name w3D_i32v2
-//TEST_INPUT: RWTexture2D(format=R32G32_SINT, size=4, content = zero, arrayLength=2):name w2DArray_i32v2
+//TEST_INPUT: RWTexture1D(format=RG32Sint, size=4, content = zero):name w1D_i32v2
+//TEST_INPUT: RWTexture2D(format=RG32Sint, size=4, content = zero):name w2D_i32v2
+//TEST_INPUT: RWTexture3D(format=RG32Sint, size=4, content = zero):name w3D_i32v2
+//TEST_INPUT: RWTexture2D(format=RG32Sint, size=4, content = zero, arrayLength=2):name w2DArray_i32v2
// WGSL: var w1D_i32v2{{[^:]*}}: texture_storage_1d<rg32sint, read_write>
[format("rg32i")] RWTexture1D<int2> w1D_i32v2;
[format("rg32i")] RWTexture2D<int2> w2D_i32v2;
[format("rg32i")] RWTexture3D<int2> w3D_i32v2;
[format("rg32i")] RWTexture2DArray<int2> w2DArray_i32v2;
-//TEST_INPUT: RWTexture1D(format=R32G32B32A32_SINT, size=4, content = zero):name w1D_i32v4
-//TEST_INPUT: RWTexture2D(format=R32G32B32A32_SINT, size=4, content = zero):name w2D_i32v4
-//TEST_INPUT: RWTexture3D(format=R32G32B32A32_SINT, size=4, content = zero):name w3D_i32v4
-//TEST_INPUT: RWTexture2D(format=R32G32B32A32_SINT, size=4, content = zero, arrayLength=2):name w2DArray_i32v4
+//TEST_INPUT: RWTexture1D(format=RGBA32Sint, size=4, content = zero):name w1D_i32v4
+//TEST_INPUT: RWTexture2D(format=RGBA32Sint, size=4, content = zero):name w2D_i32v4
+//TEST_INPUT: RWTexture3D(format=RGBA32Sint, size=4, content = zero):name w3D_i32v4
+//TEST_INPUT: RWTexture2D(format=RGBA32Sint, size=4, content = zero, arrayLength=2):name w2DArray_i32v4
// WGSL: var w1D_i32v4{{[^:]*}}: texture_storage_1d<rgba32sint, read_write>
[format("rgba32i")] RWTexture1D<int4> w1D_i32v4;
[format("rgba32i")] RWTexture2D<int4> w2D_i32v4;
@@ -62,20 +62,20 @@ RWStructuredBuffer<int> outputBuffer;
// u32 types
-//TEST_INPUT: RWTexture1D(format=R32G32_UINT, size=4, content = zero):name w1D_u32v2
-//TEST_INPUT: RWTexture2D(format=R32G32_UINT, size=4, content = zero):name w2D_u32v2
-//TEST_INPUT: RWTexture3D(format=R32G32_UINT, size=4, content = zero):name w3D_u32v2
-//TEST_INPUT: RWTexture2D(format=R32G32_UINT, size=4, content = zero, arrayLength=2):name w2DArray_u32v2
+//TEST_INPUT: RWTexture1D(format=RG32Uint, size=4, content = zero):name w1D_u32v2
+//TEST_INPUT: RWTexture2D(format=RG32Uint, size=4, content = zero):name w2D_u32v2
+//TEST_INPUT: RWTexture3D(format=RG32Uint, size=4, content = zero):name w3D_u32v2
+//TEST_INPUT: RWTexture2D(format=RG32Uint, size=4, content = zero, arrayLength=2):name w2DArray_u32v2
// WGSL: var w1D_u32v2{{[^:]*}}: texture_storage_1d<rg32uint, read_write>
[format("rg32ui")] RWTexture1D<uint2> w1D_u32v2;
[format("rg32ui")] RWTexture2D<uint2> w2D_u32v2;
[format("rg32ui")] RWTexture3D<uint2> w3D_u32v2;
[format("rg32ui")] RWTexture2DArray<uint2> w2DArray_u32v2;
-//TEST_INPUT: RWTexture1D(format=R16G16B16A16_UINT, size=4, content = zero):name w1D_u32v4
-//TEST_INPUT: RWTexture2D(format=R16G16B16A16_UINT, size=4, content = zero):name w2D_u32v4
-//TEST_INPUT: RWTexture3D(format=R16G16B16A16_UINT, size=4, content = zero):name w3D_u32v4
-//TEST_INPUT: RWTexture2D(format=R16G16B16A16_UINT, size=4, content = zero, arrayLength=2):name w2DArray_u32v4
+//TEST_INPUT: RWTexture1D(format=RGBA16Uint, size=4, content = zero):name w1D_u32v4
+//TEST_INPUT: RWTexture2D(format=RGBA16Uint, size=4, content = zero):name w2D_u32v4
+//TEST_INPUT: RWTexture3D(format=RGBA16Uint, size=4, content = zero):name w3D_u32v4
+//TEST_INPUT: RWTexture2D(format=RGBA16Uint, size=4, content = zero, arrayLength=2):name w2DArray_u32v4
// WGSL: var w1D_u32v4{{[^:]*}}: texture_storage_1d<rgba16uint, read_write>
[format("rgba16ui")] RWTexture1D<uint4> w1D_u32v4;
[format("rgba16ui")] RWTexture2D<uint4> w2D_u32v4;