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-rw-r--r--tests/compute/textureSamplingTest.slang103
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;
+} \ No newline at end of file