//TEST(compute):COMPARE_RENDER_COMPUTE: //TEST_INPUT: Texture1D(size=4, content = one) : dxbinding(0),glbinding(0) //TEST_INPUT: Texture2D(size=4, content = one) : dxbinding(1),glbinding(1) //TEST_INPUT: Texture3D(size=4, content = one) : dxbinding(2),glbinding(2) //TEST_INPUT: TextureCube(size=4, content = one) : dxbinding(3),glbinding(3) //TEST_INPUT: Texture1D(size=4, content = one, arrayLength=2) : dxbinding(4),glbinding(4) //TEST_INPUT: Texture2D(size=4, content = one, arrayLength=2) : dxbinding(5),glbinding(5) //TEST_INPUT: TextureCube(size=4, content = one, arrayLength=2) : dxbinding(6),glbinding(6) //TEST_INPUT: Sampler : dxbinding(0),glbinding(0,1,2,3,4,5,6) //TEST_INPUT: ubuffer(data=[0], stride=4):dxbinding(1),glbinding(0),out Texture1D t1D; Texture2D t2D; Texture3D t3D; TextureCube tCube; Texture1DArray t1dArray; Texture2DArray t2dArray; TextureCubeArray tCubeArray; SamplerState samplerState; RWStructuredBuffer 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 += t1dArray.Sample(samplerState, float2(uv.x, 0.0)); 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)); outputBuffer[0] = val.x; return output; }