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Diffstat (limited to 'tests/compute/textureSamplingTest.slang')
| -rw-r--r-- | tests/compute/textureSamplingTest.slang | 103 |
1 files changed, 103 insertions, 0 deletions
diff --git a/tests/compute/textureSamplingTest.slang b/tests/compute/textureSamplingTest.slang new file mode 100644 index 000000000..c715ec89e --- /dev/null +++ b/tests/compute/textureSamplingTest.slang @@ -0,0 +1,103 @@ +//TEST(smoke,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; +}
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