diff options
Diffstat (limited to 'tests/metal')
| -rw-r--r-- | tests/metal/texture-sampler-less.slang | 61 | ||||
| -rw-r--r-- | tests/metal/texture.slang | 61 |
2 files changed, 8 insertions, 114 deletions
diff --git a/tests/metal/texture-sampler-less.slang b/tests/metal/texture-sampler-less.slang index 6a7646e9a..80e5be3eb 100644 --- a/tests/metal/texture-sampler-less.slang +++ b/tests/metal/texture-sampler-less.slang @@ -28,63 +28,10 @@ Sampler1DArray<float> t1DArray; Sampler2DArray<float> t2DArray; SamplerCubeArray<float> tCubeArray; -// Metal doc says "For depth texture types, T must be float." -__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0> -typealias depth2d = _Texture< - T, - __Shape2D, - 0, // isArray - 0, // isMS - sampleCount, - 0, // access - 1, // isShadow - 1, // isCombined - format ->; - -__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0> -typealias depth2d_array = _Texture< - T, - __Shape2D, - 1, // isArray - 0, // isMS - sampleCount, - 0, // access - 1, // isShadow - 1, // isCombined - format ->; - -__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0> -typealias depthcube = _Texture< - T, - __ShapeCube, - 0, // isArray - 0, // isMS - sampleCount, - 0, // access - 1, // isShadow - 1, // isCombined - format ->; - -__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0> -typealias depthcube_array = _Texture< - T, - __ShapeCube, - 1, // isArray - 0, // isMS - sampleCount, - 0, // access - 1, // isShadow - 1, // isCombined - format ->; - -depth2d<float> d2D; -depthcube<float> dCube; -depth2d_array<float> d2DArray; -depthcube_array<float> dCubeArray; +Sampler2DShadow d2D; +SamplerCubeShadow dCube; +Sampler2DArrayShadow d2DArray; +SamplerCubeArrayShadow dCubeArray; bool TEST_texture_float() { diff --git a/tests/metal/texture.slang b/tests/metal/texture.slang index c495bb3b3..831c3c43e 100644 --- a/tests/metal/texture.slang +++ b/tests/metal/texture.slang @@ -124,67 +124,14 @@ Texture2DArray<uint16_t4> t2DArray_u16; //TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name tCubeArray_u16 TextureCubeArray<uint16_t4> tCubeArray_u16; -// Metal doc says "For depth texture types, T must be float." -__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0> -typealias depth2d = _Texture< - T, - __Shape2D, - 0, // isArray - 0, // isMS - sampleCount, - 0, // access - 1, // isShadow - 0, // isCombined - format ->; - -__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0> -typealias depth2d_array = _Texture< - T, - __Shape2D, - 1, // isArray - 0, // isMS - sampleCount, - 0, // access - 1, // isShadow - 0, // isCombined - format ->; - -__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0> -typealias depthcube = _Texture< - T, - __ShapeCube, - 0, // isArray - 0, // isMS - sampleCount, - 0, // access - 1, // isShadow - 0, // isCombined - format ->; - -__generic<T : ITexelElement, let sampleCount:int=0, let format:int=0> -typealias depthcube_array = _Texture< - T, - __ShapeCube, - 1, // isArray - 0, // isMS - sampleCount, - 0, // access - 1, // isShadow - 0, // isCombined - format ->; - //TEST_INPUT: Texture2D(size=4, format=D32Float, content = zero):name d2D -depth2d<float> d2D; +DepthTexture2D d2D; //TEST_INPUT: TextureCube(size=4, format=D32Float, content = zero):name dCube -depthcube<float> dCube; +DepthTextureCube dCube; //TEST_INPUT: Texture2D(size=4, format=D32Float, content = zero, arrayLength=2):name d2DArray -depth2d_array<float> d2DArray; +DepthTexture2DArray d2DArray; //TEST_INPUT: TextureCube(size=4, format=D32Float, content = zero, arrayLength=2):name dCubeArray -depthcube_array<float> dCubeArray; +DepthTextureCubeArray dCubeArray; //TEST_INPUT: Sampler(filteringMode=point):name samplerState SamplerState samplerState; |
