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-rw-r--r--tests/compute/textureSamplingTest.slang103
1 files changed, 0 insertions, 103 deletions
diff --git a/tests/compute/textureSamplingTest.slang b/tests/compute/textureSamplingTest.slang
deleted file mode 100644
index 1aa267b89..000000000
--- a/tests/compute/textureSamplingTest.slang
+++ /dev/null
@@ -1,103 +0,0 @@
-//TEST(compute):COMPARE_RENDER_COMPUTE:
-//TEST_INPUT: Texture1D(size=4, content = one) : dxbinding(0),glbinding(0)
-//TEST_INPUT: Texture2D(size=4, content = one) : dxbinding(1),glbinding(1)
-//TEST_INPUT: Texture3D(size=4, content = one) : dxbinding(2),glbinding(2)
-//TEST_INPUT: TextureCube(size=4, content = one) : dxbinding(3),glbinding(3)
-//TEST_INPUT: Texture1D(size=4, content = one, arrayLength=2) : dxbinding(4),glbinding(4)
-//TEST_INPUT: Texture2D(size=4, content = one, arrayLength=2) : dxbinding(5),glbinding(5)
-//TEST_INPUT: TextureCube(size=4, content = one, arrayLength=2) : dxbinding(6),glbinding(6)
-//TEST_INPUT: Sampler : dxbinding(0),glbinding(0,1,2,3,4,5,6)
-//TEST_INPUT: ubuffer(data=[0], stride=4):dxbinding(1),glbinding(0),out
-
-
-Texture1D t1D;
-Texture2D t2D;
-Texture3D t3D;
-TextureCube tCube;
-Texture1DArray t1dArray;
-Texture2DArray t2dArray;
-TextureCubeArray tCubeArray;
-SamplerState samplerState;
-RWStructuredBuffer<float> outputBuffer;
-
-cbuffer Uniforms
-{
- float4x4 modelViewProjection;
-}
-
-struct AssembledVertex
-{
- float3 position;
- float3 color;
- float2 uv;
-};
-
-struct CoarseVertex
-{
- float3 color;
- float2 uv;
-};
-
-struct Fragment
-{
- float4 color;
-};
-
-
-// Vertex Shader
-
-struct VertexStageInput
-{
- AssembledVertex assembledVertex : A;
-};
-
-struct VertexStageOutput
-{
- CoarseVertex coarseVertex : CoarseVertex;
- float4 sv_position : SV_Position;
-};
-
-VertexStageOutput vertexMain(VertexStageInput input)
-{
- VertexStageOutput output;
-
- float3 position = input.assembledVertex.position;
- float3 color = input.assembledVertex.color;
-
- output.coarseVertex.color = color;
- output.sv_position = mul(modelViewProjection, float4(position, 1.0));
- output.coarseVertex.uv = input.assembledVertex.uv;
- return output;
-}
-
-// Fragment Shader
-
-struct FragmentStageInput
-{
- CoarseVertex coarseVertex : CoarseVertex;
-};
-
-struct FragmentStageOutput
-{
- Fragment fragment : SV_Target;
-};
-
-FragmentStageOutput fragmentMain(FragmentStageInput input)
-{
- FragmentStageOutput output;
-
- float3 color = input.coarseVertex.color;
- float2 uv = input.coarseVertex.uv;
- output.fragment.color = float4(color, 1.0);
-
- float4 val = 0.0;
- val += t1D.Sample(samplerState, uv.x);
- val += t2D.Sample(samplerState, uv);
- val += t3D.Sample (samplerState, float3(uv, 0.5));
- val += t1dArray.Sample(samplerState, float2(uv.x, 0.0));
- val += t2dArray.Sample(samplerState, float3(uv, 0.0));
- val += tCubeArray.Sample(samplerState, float4(uv, 0.5, 0.0));
- val += tCube.Sample(samplerState, float3(uv, 0.5));
- outputBuffer[0] = val.x;
- return output;
-} \ No newline at end of file