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-rw-r--r--tests/metal/texture.slang148
1 files changed, 86 insertions, 62 deletions
diff --git a/tests/metal/texture.slang b/tests/metal/texture.slang
index 5339708af..a083f2ff5 100644
--- a/tests/metal/texture.slang
+++ b/tests/metal/texture.slang
@@ -9,6 +9,21 @@
//TEST_INPUT: ubuffer(data=[0], stride=4):out,name outputBuffer
RWStructuredBuffer<int> outputBuffer;
+//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_f32v3
+Texture1D<float3> t1D_f32v3;
+//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_f32v3
+Texture2D<float3> t2D_f32v3;
+//TEST_INPUT: Texture3D(size=4, content = zero):name t3D_f32v3
+Texture3D<float3> t3D_f32v3;
+//TEST_INPUT: TextureCube(size=4, content = zero):name tCube_f32v3
+TextureCube<float3> tCube_f32v3;
+//TEST_INPUT: Texture1D(size=4, content = zero, arrayLength=2):name t1DArray_f32v3
+Texture1DArray<float3> t1DArray_f32v3;
+//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name t2DArray_f32v3
+Texture2DArray<float3> t2DArray_f32v3;
+//TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name tCubeArray_f32v3
+TextureCubeArray<float3> tCubeArray_f32v3;
+
//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_f32
Texture1D<float4> t1D_f32;
//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_f32
@@ -173,19 +188,20 @@ SamplerState samplerState;
SamplerComparisonState shadowSampler;
-__generic<T:__BuiltinArithmeticType>
+__generic<T:__BuiltinArithmeticType, let N:int>
bool TEST_texture(
- Texture1D<vector<T,4>> t1D,
- Texture2D<vector<T,4>> t2D,
- Texture3D<vector<T,4>> t3D,
- TextureCube<vector<T,4>> tCube,
- Texture1DArray<vector<T,4>> t1DArray,
- Texture2DArray<vector<T,4>> t2DArray,
- TextureCubeArray<vector<T,4>> tCubeArray
+ Texture1D<vector<T,N>> t1D,
+ Texture2D<vector<T,N>> t2D,
+ Texture3D<vector<T,N>> t3D,
+ TextureCube<vector<T,N>> tCube,
+ Texture1DArray<vector<T,N>> t1DArray,
+ Texture2DArray<vector<T,N>> t2DArray,
+ TextureCubeArray<vector<T,N>> tCubeArray
)
{
// METAL-LABEL: TEST_texture
- typealias Tv = vector<T,4>;
+ typealias Tvn = vector<T,N>;
+ typealias Tv4 = vector<T,4>;
float u = 0;
float u2 = 0.5;
@@ -357,31 +373,31 @@ bool TEST_texture(
// METAL: t1D{{.*}}.sample(
// METALLIB: call {{.*}}.sample_texture_1d.v4f32(
- && all(Tv(T(0)) == t1D.Sample(samplerState, u))
+ && all(Tvn(T(0)) == t1D.Sample(samplerState, u))
// METAL: t2D{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_2d.v4f32(
- && all(Tv(T(0)) == t2D.Sample(samplerState, float2(u, u)))
+ && all(Tvn(T(0)) == t2D.Sample(samplerState, float2(u, u)))
// METAL: t3D{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_3d.v4f32(
- && all(Tv(T(0)) == t3D.Sample(samplerState, float3(u, u, u)))
+ && all(Tvn(T(0)) == t3D.Sample(samplerState, float3(u, u, u)))
// METAL: tCube{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_cube.v4f32(
- && all(Tv(T(0)) == tCube.Sample(samplerState, normalize(float3(u, 1 - u, u))))
+ && all(Tvn(T(0)) == tCube.Sample(samplerState, normalize(float3(u, 1 - u, u))))
// METAL: t1DArray{{.*}}.sample(
// METALLIB: call {{.*}}.sample_texture_1d_array.v4f32(
- && all(Tv(T(0)) == t1DArray.Sample(samplerState, float2(u, 0)))
+ && all(Tvn(T(0)) == t1DArray.Sample(samplerState, float2(u, 0)))
// METAL: t2DArray{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_2d_array.v4f32(
- && all(Tv(T(0)) == t2DArray.Sample(samplerState, float3(u, u, 0)))
+ && all(Tvn(T(0)) == t2DArray.Sample(samplerState, float3(u, u, 0)))
// METAL: tCubeArray{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_cube_array.v4f32(
- && all(Tv(T(0)) == tCubeArray.Sample(samplerState, float4(normalize(float3(u, 1 - u, u)), 0)))
+ && all(Tvn(T(0)) == tCubeArray.Sample(samplerState, float4(normalize(float3(u, 1 - u, u)), 0)))
// Offset variant
@@ -389,15 +405,15 @@ bool TEST_texture(
// METAL: t2D{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_2d.v4f32(
- && all(Tv(T(0)) == t2D.Sample(samplerState, float2(u, u), int2(1, 1)))
+ && all(Tvn(T(0)) == t2D.Sample(samplerState, float2(u, u), int2(1, 1)))
// METAL: t3D{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_3d.v4f32(
- && all(Tv(T(0)) == t3D.Sample(samplerState, float3(u, u, u), int3(1, 1, 1)))
+ && all(Tvn(T(0)) == t3D.Sample(samplerState, float3(u, u, u), int3(1, 1, 1)))
// METAL: t2DArray{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_2d_array.v4f32(
- && all(Tv(T(0)) == t2DArray.Sample(samplerState, float3(u, u, 0), int2(1, 1)))
+ && all(Tvn(T(0)) == t2DArray.Sample(samplerState, float3(u, u, 0), int2(1, 1)))
// Clamp variant
@@ -405,15 +421,15 @@ bool TEST_texture(
// METAL: t2D{{.*}}.sample({{.*}} min_lod_clamp(
// METALLIB: call {{.*}}.sample_texture_2d.v4f32(
- && all(Tv(T(0)) == t2D.Sample(samplerState, float2(u, u), int2(1, 1), float(1)))
+ && all(Tvn(T(0)) == t2D.Sample(samplerState, float2(u, u), int2(1, 1), float(1)))
// METAL: t3D{{.*}}.sample({{.*}} min_lod_clamp(
// METALLIB: call {{.*}}.sample_texture_3d.v4f32(
- && all(Tv(T(0)) == t3D.Sample(samplerState, float3(u, u, u), int3(1, 1, 1), float(1)))
+ && all(Tvn(T(0)) == t3D.Sample(samplerState, float3(u, u, u), int3(1, 1, 1), float(1)))
// METAL: t2DArray{{.*}}.sample({{.*}} min_lod_clamp(
// METALLIB: call {{.*}}.sample_texture_2d_array.v4f32(
- && all(Tv(T(0)) == t2DArray.Sample(samplerState, float3(u, u, 0), int2(1, 1), float(1)))
+ && all(Tvn(T(0)) == t2DArray.Sample(samplerState, float3(u, u, 0), int2(1, 1), float(1)))
// ===============
// T SampleBias()
@@ -423,23 +439,23 @@ bool TEST_texture(
// METAL: t2D{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_2d.v4f32(
- && all(Tv(T(0)) == t2D.SampleBias(samplerState, float2(u, u), float(-1)))
+ && all(Tvn(T(0)) == t2D.SampleBias(samplerState, float2(u, u), float(-1)))
// METAL: t3D{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_3d.v4f32(
- && all(Tv(T(0)) == t3D.SampleBias(samplerState, float3(u, u, u), float(-1)))
+ && all(Tvn(T(0)) == t3D.SampleBias(samplerState, float3(u, u, u), float(-1)))
// METAL: tCube{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_cube.v4f32(
- && all(Tv(T(0)) == tCube.SampleBias(samplerState, normalize(float3(u, 1 - u, u)), float(-1)))
+ && all(Tvn(T(0)) == tCube.SampleBias(samplerState, normalize(float3(u, 1 - u, u)), float(-1)))
// METAL: t2DArray{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_2d_array.v4f32(
- && all(Tv(T(0)) == t2DArray.SampleBias(samplerState, float3(u, u, 0), float(-1)))
+ && all(Tvn(T(0)) == t2DArray.SampleBias(samplerState, float3(u, u, 0), float(-1)))
// METAL: tCubeArray{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_cube_array.v4f32(
- && all(Tv(T(0)) == tCubeArray.SampleBias(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), float(-1)))
+ && all(Tvn(T(0)) == tCubeArray.SampleBias(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), float(-1)))
// Offset variant
@@ -447,15 +463,15 @@ bool TEST_texture(
// METAL: t2D{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_2d.v4f32(
- && all(Tv(T(0)) == t2D.SampleBias(samplerState, float2(u, u), float(-1), int2(1, 1)))
+ && all(Tvn(T(0)) == t2D.SampleBias(samplerState, float2(u, u), float(-1), int2(1, 1)))
// METAL: t3D{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_3d.v4f32(
- && all(Tv(T(0)) == t3D.SampleBias(samplerState, float3(u, u, u), float(-1), int3(1, 1, 1)))
+ && all(Tvn(T(0)) == t3D.SampleBias(samplerState, float3(u, u, u), float(-1), int3(1, 1, 1)))
// METAL: t2DArray{{.*}}.sample({{.*}}
// METALLIB: call {{.*}}.sample_texture_2d_array.v4f32(
- && all(Tv(T(0)) == t2DArray.SampleBias(samplerState, float3(u, u, 0), float(-1), int2(1, 1)))
+ && all(Tvn(T(0)) == t2DArray.SampleBias(samplerState, float3(u, u, 0), float(-1), int2(1, 1)))
// ===================================
// T SampleLevel()
@@ -465,23 +481,23 @@ bool TEST_texture(
// METAL: t2D{{.*}}.sample({{.*}} level(
// METALLIB: call {{.*}}.sample_texture_2d.v4f32(
- && all(Tv(T(0)) == t2D.SampleLevel(samplerState, float2(u, u), 0))
+ && all(Tvn(T(0)) == t2D.SampleLevel(samplerState, float2(u, u), 0))
// METAL: t3D{{.*}}.sample({{.*}} level(
// METALLIB: call {{.*}}.sample_texture_3d.v4f32(
- && all(Tv(T(0)) == t3D.SampleLevel(samplerState, float3(u, u, u), 0))
+ && all(Tvn(T(0)) == t3D.SampleLevel(samplerState, float3(u, u, u), 0))
// METAL: tCube{{.*}}.sample({{.*}} level(
// METALLIB: call {{.*}}.sample_texture_cube.v4f32(
- && all(Tv(T(0)) == tCube.SampleLevel(samplerState, normalize(float3(u, 1 - u, u)), 0))
+ && all(Tvn(T(0)) == tCube.SampleLevel(samplerState, normalize(float3(u, 1 - u, u)), 0))
// METAL: t2DArray{{.*}}.sample({{.*}} level(
// METALLIB: call {{.*}}.sample_texture_2d_array.v4f32(
- && all(Tv(T(0)) == t2DArray.SampleLevel(samplerState, float3(u, u, 0), 0))
+ && all(Tvn(T(0)) == t2DArray.SampleLevel(samplerState, float3(u, u, 0), 0))
// METAL: tCubeArray{{.*}}.sample({{.*}} level(
// METALLIB: call {{.*}}.sample_texture_cube_array.v4f32(
- && all(Tv(T(0)) == tCubeArray.SampleLevel(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), 0))
+ && all(Tvn(T(0)) == tCubeArray.SampleLevel(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), 0))
// Offset variant
@@ -489,15 +505,15 @@ bool TEST_texture(
// METAL: t2D{{.*}}.sample({{.*}} level(
// METALLIB: call {{.*}}.sample_texture_2d.v4f32(
- && all(Tv(T(0)) == t2D.SampleLevel(samplerState, float2(u, u), 0, int2(1, 1)))
+ && all(Tvn(T(0)) == t2D.SampleLevel(samplerState, float2(u, u), 0, int2(1, 1)))
// METAL: t3D{{.*}}.sample({{.*}} level(
// METALLIB: call {{.*}}.sample_texture_3d.v4f32(
- && all(Tv(T(0)) == t3D.SampleLevel(samplerState, float3(u, u, u), 0, int3(1, 1, 1)))
+ && all(Tvn(T(0)) == t3D.SampleLevel(samplerState, float3(u, u, u), 0, int3(1, 1, 1)))
// METAL: t2DArray{{.*}}.sample({{.*}} level(
// METALLIB: call {{.*}}.sample_texture_2d_array.v4f32(
- && all(Tv(T(0)) == t2DArray.SampleLevel(samplerState, float3(u, u, 0), 0, int2(1, 1)))
+ && all(Tvn(T(0)) == t2DArray.SampleLevel(samplerState, float3(u, u, 0), 0, int2(1, 1)))
// ==================
// float SampleCmp()
@@ -557,29 +573,29 @@ bool TEST_texture(
// METAL: t2D{{.*}}.gather(
// METALLIB: call {{.*}}.gather_texture_2d.v4f32(
- && all(Tv(T(0)) == t2D.Gather(samplerState, float2(u, u)))
+ && all(Tv4(T(0)) == t2D.Gather(samplerState, float2(u, u)))
// METAL: tCube{{.*}}.gather(
// METALLIB: call {{.*}}.gather_texture_cube.v4f32(
- && all(Tv(T(0)) == tCube.Gather(samplerState, normalize(float3(u, 1 - u, u))))
+ && all(Tv4(T(0)) == tCube.Gather(samplerState, normalize(float3(u, 1 - u, u))))
// METAL: t2DArray{{.*}}.gather(
// METALLIB: call {{.*}}.gather_texture_2d_array.v4f32(
- && all(Tv(T(0)) == t2DArray.Gather(samplerState, float3(u, u, 0)))
+ && all(Tv4(T(0)) == t2DArray.Gather(samplerState, float3(u, u, 0)))
// METAL: tCubeArray{{.*}}.gather(
// METALLIB: call {{.*}}.gather_texture_cube_array.v4f32(
- && all(Tv(T(0)) == tCubeArray.Gather(samplerState, float4(normalize(float3(u, 1 - u, u)), 0)))
+ && all(Tv4(T(0)) == tCubeArray.Gather(samplerState, float4(normalize(float3(u, 1 - u, u)), 0)))
// Offset variant
// METAL: t2D{{.*}}.gather(
// METALLIB: call {{.*}}.gather_texture_2d.v4f32(
- && all(Tv(T(0)) == t2D.Gather(samplerState, float2(u2, u), int2(0, 0)))
+ && all(Tv4(T(0)) == t2D.Gather(samplerState, float2(u2, u), int2(0, 0)))
// METAL: t2DArray{{.*}}.gather(
// METALLIB: call {{.*}}.gather_texture_2d_array.v4f32(
- && all(Tv(T(0)) == t2DArray.Gather(samplerState, float3(u2, u, 0), int2(0, 0)))
+ && all(Tv4(T(0)) == t2DArray.Gather(samplerState, float3(u2, u, 0), int2(0, 0)))
// =====================================
// T SampleGrad()
@@ -589,33 +605,33 @@ bool TEST_texture(
// METAL: t2D{{.*}}.sample(
// METALLIB: call {{.*}}.sample_texture_2d_grad.v4f32(
- && all(Tv(T(0)) == t2D.SampleGrad(samplerState, float2(u, u), float2(ddx, ddx), float2(ddy, ddy)))
+ && all(Tvn(T(0)) == t2D.SampleGrad(samplerState, float2(u, u), float2(ddx, ddx), float2(ddy, ddy)))
// METAL: t3D{{.*}}.sample(
// METALLIB: call {{.*}}.sample_texture_3d_grad.v4f32(
- && all(Tv(T(0)) == t3D.SampleGrad(samplerState, float3(u, u, u), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy)))
+ && all(Tvn(T(0)) == t3D.SampleGrad(samplerState, float3(u, u, u), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy)))
// METAL: tCube{{.*}}.sample(
// METALLIB: call {{.*}}.sample_texture_cube_grad.v4f32(
- && all(Tv(T(0)) == tCube.SampleGrad(samplerState, normalize(float3(u, 1 - u, u)), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy)))
+ && all(Tvn(T(0)) == tCube.SampleGrad(samplerState, normalize(float3(u, 1 - u, u)), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy)))
// METAL: t2DArray{{.*}}.sample(
// METALLIB: call {{.*}}.sample_texture_2d_array_grad.v4f32(
- && all(Tv(T(0)) == t2DArray.SampleGrad(samplerState, float3(u, u, 0.0f), float2(ddx, ddx), float2(ddy, ddy)))
+ && all(Tvn(T(0)) == t2DArray.SampleGrad(samplerState, float3(u, u, 0.0f), float2(ddx, ddx), float2(ddy, ddy)))
// Offset variant
// METAL: t2D{{.*}}.sample(
// METALLIB: call {{.*}}.sample_texture_2d_grad.v4f32(
- && all(Tv(T(0)) == t2D.SampleGrad(samplerState, float2(u2, u), float2(ddx, ddx), float2(ddy, ddy), int2(0, 0)))
+ && all(Tvn(T(0)) == t2D.SampleGrad(samplerState, float2(u2, u), float2(ddx, ddx), float2(ddy, ddy), int2(0, 0)))
// METAL: t3D{{.*}}.sample(
// METALLIB: call {{.*}}.sample_texture_3d_grad.v4f32(
- && all(Tv(T(0)) == t3D.SampleGrad(samplerState, float3(u2, u, u), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy), int3(0, 0, 0)))
+ && all(Tvn(T(0)) == t3D.SampleGrad(samplerState, float3(u2, u, u), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy), int3(0, 0, 0)))
// METAL: t2DArray{{.*}}.sample(
// METALLIB: call {{.*}}.sample_texture_2d_array_grad.v4f32(
- && all(Tv(T(0)) == t2DArray.SampleGrad(samplerState, float3(u2, u, 0.0f), float2(ddx, ddx), float2(ddy, ddy), int2(0, 0)))
+ && all(Tvn(T(0)) == t2DArray.SampleGrad(samplerState, float3(u2, u, 0.0f), float2(ddx, ddx), float2(ddy, ddy), int2(0, 0)))
// ===================
// T Load()
@@ -623,23 +639,23 @@ bool TEST_texture(
// METAL: t1D{{.*}}.read(
// METALLIB: call {{.*}}.read_texture_1d.v4f32(
- && all(Tv(T(0)) == t1D.Load(int2(0, 0)))
+ && all(Tvn(T(0)) == t1D.Load(int2(0, 0)))
// METAL: t2D{{.*}}.read(
// METALLIB: call {{.*}}.read_texture_2d.v4f32(
- && all(Tv(T(0)) == t2D.Load(int3(0, 0, 0)))
+ && all(Tvn(T(0)) == t2D.Load(int3(0, 0, 0)))
// METAL: t3D{{.*}}.read(
// METALLIB: call {{.*}}.read_texture_3d.v4f32(
- && all(Tv(T(0)) == t3D.Load(int4(0, 0, 0, 0)))
+ && all(Tvn(T(0)) == t3D.Load(int4(0, 0, 0, 0)))
// METAL: t1DArray{{.*}}.read(
// METALLIB: call {{.*}}.read_texture_1d_array.v4f32(
- && all(Tv(T(0)) == t1DArray.Load(int3(0, 0, 0)))
+ && all(Tvn(T(0)) == t1DArray.Load(int3(0, 0, 0)))
// METAL: t2DArray{{.*}}.read(
// METALLIB: call {{.*}}.read_texture_2d_array.v4f32(
- && all(Tv(T(0)) == t2DArray.Load(int4(0, 0, 0, 0)))
+ && all(Tvn(T(0)) == t2DArray.Load(int4(0, 0, 0, 0)))
// Offset variant
@@ -656,6 +672,14 @@ void computeMain()
// HLSL: void computeMain(
bool result = true
+ && TEST_texture<float, 3>(
+ t1D_f32v3,
+ t2D_f32v3,
+ t3D_f32v3,
+ tCube_f32v3,
+ t1DArray_f32v3,
+ t2DArray_f32v3,
+ tCubeArray_f32v3)
// Metal textures support `Tv` types, which "denotes a 4-component vector
// type based on the templated type <T> for declaring the texture type:
// - If T is float, Tv is float4.
@@ -664,7 +688,7 @@ void computeMain()
// - If T is uint, Tv is uint4.
// - If T is short, Tv is short4.
// - If T is ushort, Tv is ushort4."
- && TEST_texture<float>(
+ && TEST_texture<float, 4>(
t1D_f32,
t2D_f32,
t3D_f32,
@@ -673,7 +697,7 @@ void computeMain()
t2DArray_f32,
tCubeArray_f32)
#if !defined(EXCLUDE_HALF_TYPE)
- && TEST_texture<half>(
+ && TEST_texture<half, 4>(
t1D_f16,
t2D_f16,
t3D_f16,
@@ -683,7 +707,7 @@ void computeMain()
tCubeArray_f16)
#endif
#if !defined(EXCLUDE_INTEGER_TYPE)
- && TEST_texture<int>(
+ && TEST_texture<int, 4>(
t1D_i32,
t2D_i32,
t3D_i32,
@@ -691,7 +715,7 @@ void computeMain()
t1DArray_i32,
t2DArray_i32,
tCubeArray_i32)
- && TEST_texture<uint>(
+ && TEST_texture<uint, 4>(
t1D_u32,
t2D_u32,
t3D_u32,
@@ -700,7 +724,7 @@ void computeMain()
t2DArray_u32,
tCubeArray_u32)
#if !defined(EXCLUDE_SHORT_TYPE)
- && TEST_texture<int16_t>(
+ && TEST_texture<int16_t, 4>(
t1D_i16,
t2D_i16,
t3D_i16,
@@ -708,7 +732,7 @@ void computeMain()
t1DArray_i16,
t2DArray_i16,
tCubeArray_i16)
- && TEST_texture<uint16_t>(
+ && TEST_texture<uint16_t, 4>(
t1D_u16,
t2D_u16,
t3D_u16,