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authorJay Kwak <82421531+jkwak-work@users.noreply.github.com>2024-06-28 20:38:15 -0700
committerGitHub <noreply@github.com>2024-06-28 20:38:15 -0700
commit88382ac7f3eda671c21dadb5b37bfd305369f750 (patch)
tree073196bdbb01d3a7e83e85af2ae0807229cef3e0 /tests
parent048c5c32d27538de7a935469c9f0d9b494622c5b (diff)
Implement CheckAccessFullyMapped (#4509)
* Implement CheckAccessFullyMapped Closes #4438 Closes #4445 Closes #1712 Related to #4495 This commit implements "CheckAccessFullyMapped()" for HLSL target. All of other "status" variants for Sample/Load are limited to HLSL by the capability system, because they not properly implemented yet.
Diffstat (limited to 'tests')
-rw-r--r--tests/hlsl-intrinsic/texture/partial-resident-texture.slang61
1 files changed, 61 insertions, 0 deletions
diff --git a/tests/hlsl-intrinsic/texture/partial-resident-texture.slang b/tests/hlsl-intrinsic/texture/partial-resident-texture.slang
new file mode 100644
index 000000000..878ef02d3
--- /dev/null
+++ b/tests/hlsl-intrinsic/texture/partial-resident-texture.slang
@@ -0,0 +1,61 @@
+//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=CHK):-slang -compute -shaderobj -output-using-type -use-dxil -profile cs_6_6 -dx12
+
+//TEST_INPUT: ubuffer(data=[2], stride=4):out,name outputBuffer
+RWStructuredBuffer<int> outputBuffer;
+
+//TEST_INPUT: Texture2D(size=4, content = one):name t2D_f32
+Texture2D<float4> t2D_f32;
+
+//TEST_INPUT: Texture2D(size=4, content = one):name t2DMS_f32
+Texture2DMS<float4> t2DMS_f32;
+
+//TEST_INPUT:ubuffer(data=[1 1 1 1]):name=iBuf
+RWByteAddressBuffer iBuf;
+
+//TEST_INPUT: Sampler:name samplerState
+SamplerState samplerState;
+
+__generic<T : __BuiltinArithmeticType, let N:int>
+bool TEST_texture(
+ Texture2D<vector<T,N>> t2D,
+ Texture2DMS<vector<T,N>> t2DMS)
+{
+ typealias TN = vector<T,N>;
+ constexpr const int2 offset = int2(0, 0);
+ uint status;
+ float clamp = 0;
+
+ float2 uv = float2(0.5f, 0.5f);
+
+ int sampleIndex = 0;
+ int2 iuv = int2(1, 1);
+ int3 iuvs = int3(iuv, sampleIndex);
+
+ return true
+ // Make sure CheckAccessFullyMapped can return false
+ && (status = 0, !CheckAccessFullyMapped(status))
+
+ // Sample
+ && (status = 0, all(TN(T(1)) == t2D.Sample(samplerState, uv, offset, clamp, status))) && CheckAccessFullyMapped(status)
+
+ // Load
+ && (status = 0, all(TN(T(1)) == t2DMS.Load(iuv, sampleIndex, offset, status))) && CheckAccessFullyMapped(status)
+ && (status = 0, all(TN(T(1)) == t2D.Load(iuvs, offset, status))) && CheckAccessFullyMapped(status)
+ && (status = 0, 2 == outputBuffer.Load(0, status)) && CheckAccessFullyMapped(status)
+ && (status = 0, 1 == iBuf.Load(0, status)) && CheckAccessFullyMapped(status)
+ && (status = 0, all(int2(1) == iBuf.Load2(0, status))) && CheckAccessFullyMapped(status)
+ && (status = 0, all(int3(1) == iBuf.Load3(0, status))) && CheckAccessFullyMapped(status)
+ && (status = 0, all(int4(1) == iBuf.Load4(0, status))) && CheckAccessFullyMapped(status)
+ ;
+}
+
+[numthreads(4, 1, 1)]
+void computeMain(int3 dispatchThreadID: SV_DispatchThreadID)
+{
+ bool result = true
+ && TEST_texture(t2D_f32, t2DMS_f32)
+ ;
+
+ //CHK:1
+ outputBuffer[0] = int(result);
+}