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-rw-r--r--tests/compute/texture-sampling-no-1d-arrays.slang118
-rw-r--r--tests/compute/texture-sampling-no-1d-arrays.slang.expected.txt5
2 files changed, 123 insertions, 0 deletions
diff --git a/tests/compute/texture-sampling-no-1d-arrays.slang b/tests/compute/texture-sampling-no-1d-arrays.slang
new file mode 100644
index 000000000..ed982ef70
--- /dev/null
+++ b/tests/compute/texture-sampling-no-1d-arrays.slang
@@ -0,0 +1,118 @@
+//TEST(compute):COMPARE_RENDER_COMPUTE: -shaderobj -output-using-type
+//TEST(compute):COMPARE_RENDER_COMPUTE: -shaderobj -output-using-type -vk
+//TEST(compute):COMPARE_RENDER_COMPUTE: -shaderobj -output-using-type -mtl
+
+
+//TEST_INPUT: Texture1D(size=4, content = one):name=t1D
+//TEST_INPUT: Texture2D(size=4, content = one):name=t2D
+//TEST_INPUT: Texture3D(size=4, content = one):name=t3D
+//TEST_INPUT: TextureCube(size=4, content = one):name=tCube
+//TEST_INPUT: Texture2D(size=4, content = one, arrayLength=2):name=t2dArray
+//TEST_INPUT: TextureCube(size=4, content = one, arrayLength=2):name=tCubeArray
+//TEST_INPUT: Sampler:name=samplerState
+//TEST_INPUT: ubuffer(data=[0 0 0 0], stride=4):out,name=outputBuffer
+
+// There are still some issues to fix in RHI, see issue #4943
+//DISABLE_TEST(compute):COMPARE_COMPUTE:-slang -shaderobj -wgpu
+
+Texture1D t1D;
+Texture2D t2D;
+Texture3D t3D;
+TextureCube tCube;
+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 += 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));
+
+ val += t2D.Load(int3(0));
+ val += t2dArray.Load(int4(0));
+
+ val += t3D[int3(0)];
+
+ outputBuffer[0] = val.x;
+
+ int w, h, l, lods;
+ t2dArray.GetDimensions(0, w, h, l, lods);
+ outputBuffer[1] = w + h + l + lods;
+ return output;
+}
diff --git a/tests/compute/texture-sampling-no-1d-arrays.slang.expected.txt b/tests/compute/texture-sampling-no-1d-arrays.slang.expected.txt
new file mode 100644
index 000000000..279fd69f2
--- /dev/null
+++ b/tests/compute/texture-sampling-no-1d-arrays.slang.expected.txt
@@ -0,0 +1,5 @@
+type: float
+9.000000
+13.000000
+0.000000
+0.000000