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-rw-r--r--tests/language-feature/descriptor-handle/desc-handle-nv-bindless-texture.slang64
1 files changed, 64 insertions, 0 deletions
diff --git a/tests/language-feature/descriptor-handle/desc-handle-nv-bindless-texture.slang b/tests/language-feature/descriptor-handle/desc-handle-nv-bindless-texture.slang
new file mode 100644
index 000000000..0f4dfb619
--- /dev/null
+++ b/tests/language-feature/descriptor-handle/desc-handle-nv-bindless-texture.slang
@@ -0,0 +1,64 @@
+//TEST:SIMPLE(filecheck=SAMPLER): -target spirv -capability spvBindlessTextureNV -stage compute -entry computeMain -DSAMPLER
+//TEST:SIMPLE(filecheck=COMBINED_IMAGE_SAMPLER): -target spirv -capability spvBindlessTextureNV -stage compute -entry computeMain -DCOMBINED_IMAGE_SAMPLER
+//TEST:SIMPLE(filecheck=SAMPLED_IMAGE): -target spirv -capability spvBindlessTextureNV -stage compute -entry computeMain -DSAMPLED_IMAGE
+//TEST:SIMPLE(filecheck=STORAGE_IMAGE): -target spirv -capability spvBindlessTextureNV -stage compute -entry computeMain -DSTORAGE_IMAGE
+
+[[vk::binding(0)]] RWTexture1D<float> t1;
+[[vk::binding(1)]] RWTexture1D<float> t2;
+[[vk::binding(2)]] RWTexture1D<float> t3;
+[[vk::binding(3)]] Texture1D<float> t4;
+
+#ifdef SAMPLER
+//SAMPLER: [[SType:%[0-9]+]] = OpTypeSampler
+//SAMPLER: OpConvertUToSamplerNV [[SType]]
+//SAMPLER: OpSampledImage
+uniform SamplerState.Handle sampler;
+#endif
+
+#ifdef COMBINED_IMAGE_SAMPLER
+//COMBINED_IMAGE_SAMPLER: [[SIType:%[0-9]+]] = OpTypeSampledImage
+//COMBINED_IMAGE_SAMPLER: OpConvertUToSampledImageNV [[SIType]]
+uniform Sampler1DShadow.Handle combinedSampler;
+#endif
+
+#ifdef SAMPLED_IMAGE
+//SAMPLED_IMAGE: [[IType0:%[0-9]+]] = OpTypeImage
+//SAMPLED_IMAGE: [[IType1:%[0-9]+]] = OpTypeImage
+//SAMPLED_IMAGE: OpConvertUToSampledImageNV [[IType1]]
+//SAMPLED_IMAGE: OpImageFetch
+uniform Texture1D<float>.Handle texture;
+#endif
+
+#ifdef STORAGE_IMAGE
+//STORAGE_IMAGE: OpConvertUToSampledImageNV
+//STORAGE_IMAGE: OpImageRead
+//STORAGE_IMAGE: OpConvertUToSampledImageNV
+//STORAGE_IMAGE: OpImageRead
+uniform RWTexture1D<float>.Handle rwTexture1;
+uniform RWTexture2D<float>.Handle rwTexture2;
+#endif
+
+[shader("compute")]
+[numthreads(8, 8, 1)]
+void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
+{
+ t1[0] = t2[0] + t2[0] + t4[0];
+
+#ifdef SAMPLER
+ t1[2] = t4.Sample(sampler, 0);
+#endif
+
+#ifdef COMBINED_IMAGE_SAMPLER
+ t1[8] = combinedSampler.Sample(0);
+#endif
+
+#ifdef SAMPLED_IMAGE
+ t1[0] = texture[0];
+#endif
+
+#ifdef STORAGE_IMAGE
+ t1[11] = rwTexture1[0];
+ t1[12] = rwTexture2[0];
+#endif
+}
+