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-rw-r--r--tests/hlsl-intrinsic/texture/partial-resident-texture-combined.slang6
-rw-r--r--tests/hlsl-intrinsic/texture/partial-resident-texture.slang7
-rw-r--r--tests/hlsl-intrinsic/texture/texture-intrinsics.slang54
-rw-r--r--tests/metal/texture.slang40
4 files changed, 60 insertions, 47 deletions
diff --git a/tests/hlsl-intrinsic/texture/partial-resident-texture-combined.slang b/tests/hlsl-intrinsic/texture/partial-resident-texture-combined.slang
index 018f220f2..2281118b7 100644
--- a/tests/hlsl-intrinsic/texture/partial-resident-texture-combined.slang
+++ b/tests/hlsl-intrinsic/texture/partial-resident-texture-combined.slang
@@ -37,7 +37,7 @@ Sampler1DArray<float4> st1DArray_f32v4;
//TEST_INPUT: TextureSampler2D(size=4, content = one, arrayLength=2):name st2DArray_f32v4
Sampler2DArray<float4> st2DArray_f32v4;
-//TEST_INPUT: TextureSampler2D(size=4, content = one):name st2DMS_f32v4
+//TEST_INPUT: TextureSampler2D(size=4, content = one, sampleCount = two, mipMaps=1, format=RGBA32Float):name st2DMS_f32v4
Sampler2DMS<float4> st2DMS_f32v4;
//
@@ -71,9 +71,9 @@ typealias CombinedDepth2d_array = _Texture<
>;
-//TEST_INPUT: TextureSampler2D(size=4, content = zero):name cd2D
+//TEST_INPUT: TextureSampler2D(size=4, content = zero, format=D32Float):name cd2D
CombinedDepth2d<float> cd2D;
-//TEST_INPUT: TextureSampler2D(size=4, content = zero, arrayLength=2):name cd2DArray
+//TEST_INPUT: TextureSampler2D(size=4, content = zero, arrayLength=2, format=D32Float):name cd2DArray
CombinedDepth2d_array<float> cd2DArray;
uint getNotMapped()
diff --git a/tests/hlsl-intrinsic/texture/partial-resident-texture.slang b/tests/hlsl-intrinsic/texture/partial-resident-texture.slang
index edf67ddc1..2997463af 100644
--- a/tests/hlsl-intrinsic/texture/partial-resident-texture.slang
+++ b/tests/hlsl-intrinsic/texture/partial-resident-texture.slang
@@ -48,7 +48,7 @@ Texture2DArray<float4> t2DArray_f32v4;
//TEST_INPUT: TextureCube(size=4, content = one, arrayLength=2):name tCubeArray_f32v4
TextureCubeArray<float4> tCubeArray_f32v4;
-//TEST_INPUT: Texture2D(size=4, content = one):name t2DMS_f32v4
+//TEST_INPUT: Texture2D(size=4, content = one, format=RGBA32Float, sampleCount=two):name t2DMS_f32v4
Texture2DMS<float4> t2DMS_f32v4;
//
@@ -106,9 +106,9 @@ typealias depthcube_array = _Texture<
format
>;
-//TEST_INPUT: Texture2D(size=4, content = zero):name d2D
+//TEST_INPUT: Texture2D(size=4, content = zero, format=D32Float):name d2D
depth2d<float> d2D;
-//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name d2DArray
+//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2, format=D32Float):name d2DArray
depth2d_array<float> d2DArray;
uint getNotMapped()
@@ -235,6 +235,7 @@ bool TEST_load<T>(
int3 iuvs = int3(iuv, sampleIndex);
return true
+
&& (status = getNotMapped(), all(TN(T(1)) == t2DMS.Load(iuv, sampleIndex, offset, status))) && CheckAccessFullyMapped(status)
&& (status = getNotMapped(), all(TN(T(1)) == t2D.Load(iuvs, offset, status))) && CheckAccessFullyMapped(status)
// SPIRV does not support sparse buffer loads.
diff --git a/tests/hlsl-intrinsic/texture/texture-intrinsics.slang b/tests/hlsl-intrinsic/texture/texture-intrinsics.slang
index 60b616a7f..a848353a1 100644
--- a/tests/hlsl-intrinsic/texture/texture-intrinsics.slang
+++ b/tests/hlsl-intrinsic/texture/texture-intrinsics.slang
@@ -5,25 +5,34 @@
//TEST(compute, vulkan):COMPARE_COMPUTE_EX(filecheck-buffer=VK):-vk -emit-spirv-directly -compute -shaderobj -output-using-type -render-feature hardware-device -xslang -DVK
//DISABLE_TEST(compute):COMPARE_COMPUTE_EX:-cuda -compute -shaderobj -output-using-type
-//TEST_INPUT: Texture1D(size=4, content = one):name t1D
+//TEST_INPUT: Texture1D(size=4, format=D32Float, content = one):name t1D
Texture1D<float> t1D;
-//TEST_INPUT: Texture2D(size=4, content = one):name t2D
+//TEST_INPUT: Texture2D(size=4, format=D32Float, content = one):name t2D
Texture2D<float> t2D;
-//TEST_INPUT: Texture3D(size=4, content = one):name t3D
+//TEST_INPUT: Texture3D(size=4, format=D32Float, content = one):name t3D
Texture3D<float> t3D;
-//TEST_INPUT: TextureCube(size=4, content = one):name tCube
+//TEST_INPUT: TextureCube(size=4, format=D32Float, content = one):name tCube
TextureCube<float> tCube;
-//TEST_INPUT: Texture1D(size=4, content = one, arrayLength=2):name t1DArray
+//TEST_INPUT: Texture1D(size=4, format=D32Float, content = one, arrayLength=2):name t1DArray
Texture1DArray<float> t1DArray;
-//TEST_INPUT: Texture2D(size=4, content = one, arrayLength=2):name t2DArray
+//TEST_INPUT: Texture2D(size=4, format=D32Float, content = one, arrayLength=2):name t2DArray
Texture2DArray<float> t2DArray;
-//TEST_INPUT: TextureCube(size=4, content = one, arrayLength=2):name tCubeArray
+//TEST_INPUT: TextureCube(size=4, format=D32Float, content = one, arrayLength=2):name tCubeArray
TextureCubeArray<float> tCubeArray;
+//TEST_INPUT: Texture2D(size=4, content = one):name t2D_RGBA
+Texture2D<float> t2D_RGBA;
+//TEST_INPUT: Texture2D(size=4, content = one, arrayLength=2):name t2DArray_RGBA
+Texture2DArray<float> t2DArray_RGBA;
+//TEST_INPUT: TextureCube(size=4, content = one):name tCube_RGBA
+TextureCube<float> tCube_RGBA;
+//TEST_INPUT: TextureCube(size=4, content = one, arrayLength=2):name tCubeArray_RGBA
+TextureCubeArray<float> tCubeArray_RGBA;
+
//TEST_INPUT: Sampler:name samplerState
SamplerState samplerState;
-//TEST_INPUT: Sampler:name shadowSampler
+//TEST_INPUT: Sampler(depthCompare):name shadowSampler
SamplerComparisonState shadowSampler;
@@ -83,6 +92,7 @@ void computeMain(int3 dispatchThreadID: SV_DispatchThreadID)
float Object.SampleCmpLevelZero()
*/
// NOTE: These are having issues with vulkan (glsl)
+ // SampleCmpLevelZero() requires format with VK_FORMAT_FEATURE_2_SAMPLED_IMAGE_DEPTH_COMPARISON_BIT.
val += t1D.SampleCmpLevelZero(shadowSampler, u, 0);
val += t2D.SampleCmpLevelZero(shadowSampler, float2(u, u), 0);
val += t1DArray.SampleCmpLevelZero(shadowSampler, float2(u, u), 0);
@@ -96,7 +106,8 @@ void computeMain(int3 dispatchThreadID: SV_DispatchThreadID)
// TextureCube does not have an offset version of this
// Status variant
-#if !defined(VK)
+ #if !defined(VK)
+
val += t1D.SampleCmpLevelZero(shadowSampler, u, 0, 0, status);
val += t2D.SampleCmpLevelZero(shadowSampler, float2(u, u), 0, int2(0, 0), status);
@@ -268,44 +279,44 @@ void computeMain(int3 dispatchThreadID: SV_DispatchThreadID)
/*
<Template Type>4 Object.Gather()
*/
- float4 f4 = t2D.Gather(samplerState, float2(u, u));
+ float4 f4 = t2D_RGBA.Gather(samplerState, float2(u, u));
val += f4.x; val += f4.y; val += f4.z; val += f4.w;
- f4 = tCube.Gather(samplerState, normalize(float3(u, 1 - u, u)));
+ f4 = tCube_RGBA.Gather(samplerState, normalize(float3(u, 1 - u, u)));
val += f4.x; val += f4.y; val += f4.z; val += f4.w;
- f4 = t2DArray.Gather(samplerState, float3(u, u, 0));
+ f4 = t2DArray_RGBA.Gather(samplerState, float3(u, u, 0));
val += f4.x; val += f4.y; val += f4.z; val += f4.w;
- f4 = tCubeArray.Gather(samplerState, float4(normalize(float3(u, 1 - u, u)), 0));
+ f4 = tCubeArray_RGBA.Gather(samplerState, float4(normalize(float3(u, 1 - u, u)), 0));
val += f4.x; val += f4.y; val += f4.z; val += f4.w;
// Offset variant
- f4 = t2D.Gather(samplerState, float2(u, u), int2(0, 0));
+ f4 = t2D_RGBA.Gather(samplerState, float2(u, u), int2(0, 0));
val += f4.x; val += f4.y; val += f4.z; val += f4.w;
- f4 = t2DArray.Gather(samplerState, float3(u, u, 0), int2(0, 0));
+ f4 = t2DArray_RGBA.Gather(samplerState, float3(u, u, 0), int2(0, 0));
val += f4.x; val += f4.y; val += f4.z; val += f4.w;
// Object.GatherGreen()
- f4 = t2D.GatherGreen(samplerState, float2(u, u), int2(1, 2));
+ f4 = t2D_RGBA.GatherGreen(samplerState, float2(u, u), int2(1, 2));
val += f4.x; val += f4.y; val += f4.z; val += f4.w;
- f4 = t2D.GatherGreen(samplerState, float2(u, u), int2(1, 2), int2(3, 4), int2(5, 6), int2(7, 8));
+ f4 = t2D_RGBA.GatherGreen(samplerState, float2(u, u), int2(1, 2), int2(3, 4), int2(5, 6), int2(7, 8));
val += f4.x; val += f4.y; val += f4.z; val += f4.w;
- f4 = tCubeArray.GatherGreen(samplerState, float4(1.5, 1.5, 1.5, 1.5));
+ f4 = tCubeArray_RGBA.GatherGreen(samplerState, float4(1.5, 1.5, 1.5, 1.5));
val += f4.x; val += f4.y; val += f4.z; val += f4.w;
// status variant
#if !defined(VK)
- f4 = t2D.GatherGreen(samplerState, float2(u, u), int2(1, 2), status);
+ f4 = t2D_RGBA.GatherGreen(samplerState, float2(u, u), int2(1, 2), status);
val += f4.x; val += f4.y; val += f4.z; val += f4.w;
- f4 = t2D.GatherGreen(samplerState, float2(u, u), int2(1, 2), int2(3, 4), int2(5, 6), int2(7, 8), status);
+ f4 = t2D_RGBA.GatherGreen(samplerState, float2(u, u), int2(1, 2), int2(3, 4), int2(5, 6), int2(7, 8), status);
val += f4.x; val += f4.y; val += f4.z; val += f4.w;
- f4 = tCubeArray.GatherGreen(samplerState, float4(1.5, 1.5, 1.5, 1.5), status);
+ f4 = tCubeArray_RGBA.GatherGreen(samplerState, float4(1.5, 1.5, 1.5, 1.5), status);
val += f4.x; val += f4.y; val += f4.z; val += f4.w;
#endif
@@ -331,6 +342,7 @@ void computeMain(int3 dispatchThreadID: SV_DispatchThreadID)
<Template Type> Object.SampleGrad()
*/
float _ddx = 0.0f, _ddy = 0.0f;
+
val += t1D.SampleGrad(samplerState, 0.0f, _ddx, _ddy);
val += t2D.SampleGrad(samplerState, float2(u, u), float2(_ddx, _ddx), float2(_ddy, _ddy));
val += t3D.SampleGrad(samplerState, float3(u, u, u), float3(_ddx, _ddx, _ddx), float3(_ddy, _ddy, _ddy));
diff --git a/tests/metal/texture.slang b/tests/metal/texture.slang
index 174717da4..70cd1b266 100644
--- a/tests/metal/texture.slang
+++ b/tests/metal/texture.slang
@@ -56,36 +56,36 @@ Texture2DArray<half4> t2DArray_f16;
//TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name tCubeArray_f16
TextureCubeArray<half4> tCubeArray_f16;
-//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_i32
+//TEST_INPUT: Texture1D(size=4, format=RGBA8Sint, content = zero):name t1D_i32
Texture1D<int4> t1D_i32;
-//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_i32
+//TEST_INPUT: Texture2D(size=4, format=RGBA8Sint, content = zero):name t2D_i32
Texture2D<int4> t2D_i32;
-//TEST_INPUT: Texture3D(size=4, content = zero):name t3D_i32
+//TEST_INPUT: Texture3D(size=4, format=RGBA8Sint, content = zero):name t3D_i32
Texture3D<int4> t3D_i32;
-//TEST_INPUT: TextureCube(size=4, content = zero):name tCube_i32
+//TEST_INPUT: TextureCube(size=4, format=RGBA8Sint, content = zero):name tCube_i32
TextureCube<int4> tCube_i32;
-//TEST_INPUT: Texture1D(size=4, content = zero, arrayLength=2):name t1DArray_i32
+//TEST_INPUT: Texture1D(size=4, format=RGBA8Sint, content = zero, arrayLength=2):name t1DArray_i32
Texture1DArray<int4> t1DArray_i32;
-//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name t2DArray_i32
+//TEST_INPUT: Texture2D(size=4, format=RGBA8Sint, content = zero, arrayLength=2):name t2DArray_i32
Texture2DArray<int4> t2DArray_i32;
-//TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name tCubeArray_i32
+//TEST_INPUT: TextureCube(size=4, format=RGBA8Sint, content = zero, arrayLength=2):name tCubeArray_i32
TextureCubeArray<int4> tCubeArray_i32;
-//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_u32
+//TEST_INPUT: Texture1D(size=4, format=RGBA8Uint, content = zero):name t1D_u32
Texture1D<uint4> t1D_u32;
-//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_u32
+//TEST_INPUT: Texture2D(size=4, format=RGBA8Uint, content = zero):name t2D_u32
Texture2D<uint4> t2D_u32;
-//TEST_INPUT: Texture3D(size=4, content = zero):name t3D_u32
+//TEST_INPUT: Texture3D(size=4, format=RGBA8Uint, content = zero):name t3D_u32
Texture3D<uint4> t3D_u32;
-//TEST_INPUT: TextureCube(size=4, content = zero):name tCube_u32
+//TEST_INPUT: TextureCube(size=4, format=RGBA8Uint, content = zero):name tCube_u32
TextureCube<uint4> tCube_u32;
-//TEST_INPUT: Texture1D(size=4, content = zero, arrayLength=2):name t1DArray_u32
+//TEST_INPUT: Texture1D(size=4, format=RGBA8Uint, content = zero, arrayLength=2):name t1DArray_u32
Texture1DArray<uint4> t1DArray_u32;
-//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name t2DArray_u32
+//TEST_INPUT: Texture2D(size=4, format=RGBA8Uint, content = zero, arrayLength=2):name t2DArray_u32
Texture2DArray<uint4> t2DArray_u32;
-//TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name tCubeArray_u32
+//TEST_INPUT: TextureCube(size=4, format=RGBA8Uint, content = zero, arrayLength=2):name tCubeArray_u32
TextureCubeArray<uint4> tCubeArray_u32;
//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_i16
@@ -173,18 +173,18 @@ typealias depthcube_array = _Texture<
format
>;
-//TEST_INPUT: Texture2D(size=4, content = zero):name d2D
+//TEST_INPUT: Texture2D(size=4, format=D32Float, content = zero):name d2D
depth2d<float> d2D;
-//TEST_INPUT: TextureCube(size=4, content = zero):name dCube
+//TEST_INPUT: TextureCube(size=4, format=D32Float, content = zero):name dCube
depthcube<float> dCube;
-//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name d2DArray
+//TEST_INPUT: Texture2D(size=4, format=D32Float, content = zero, arrayLength=2):name d2DArray
depth2d_array<float> d2DArray;
-//TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name dCubeArray
+//TEST_INPUT: TextureCube(size=4, format=D32Float, content = zero, arrayLength=2):name dCubeArray
depthcube_array<float> dCubeArray;
-//TEST_INPUT: Sampler:name samplerState
+//TEST_INPUT: Sampler(filteringMode=point):name samplerState
SamplerState samplerState;
-//TEST_INPUT: Sampler:name shadowSampler
+//TEST_INPUT: Sampler(depthCompare):name shadowSampler
SamplerComparisonState shadowSampler;