diff options
Diffstat (limited to 'tests/compute/textureSamplingTest.slang')
| -rw-r--r-- | tests/compute/textureSamplingTest.slang | 103 |
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 |
