//DISABLE_TEST(compute):COMPARE_COMPUTE_EX:-cpu -compute -shaderobj -output-using-type //TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=DX11):-slang -compute -dx11 -shaderobj -output-using-type -render-feature hardware-device //TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=DX12):-slang -compute -dx12 -shaderobj -output-using-type //TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=DX12CS6):-slang -compute -dx12 -profile cs_6_0 -shaderobj -output-using-type -xslang -DCS60 //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, format=D32Float, content = one):name t1D Texture1D t1D; //TEST_INPUT: Texture2D(size=4, format=D32Float, content = one):name t2D Texture2D t2D; //TEST_INPUT: Texture3D(size=4, format=D32Float, content = one):name t3D Texture3D t3D; //TEST_INPUT: TextureCube(size=4, format=D32Float, content = one):name tCube TextureCube tCube; //TEST_INPUT: Texture1D(size=4, format=D32Float, content = one, arrayLength=2):name t1DArray Texture1DArray t1DArray; //TEST_INPUT: Texture2D(size=4, format=D32Float, content = one, arrayLength=2):name t2DArray Texture2DArray t2DArray; //TEST_INPUT: TextureCube(size=4, format=D32Float, content = one, arrayLength=2):name tCubeArray TextureCubeArray tCubeArray; //TEST_INPUT: Texture2D(size=4, content = one):name t2D_RGBA Texture2D t2D_RGBA; //TEST_INPUT: Texture2D(size=4, content = one, arrayLength=2):name t2DArray_RGBA Texture2DArray t2DArray_RGBA; //TEST_INPUT: TextureCube(size=4, content = one):name tCube_RGBA TextureCube tCube_RGBA; //TEST_INPUT: TextureCube(size=4, content = one, arrayLength=2):name tCubeArray_RGBA TextureCubeArray tCubeArray_RGBA; //TEST_INPUT: Texture1D(size=4, format=D32Float, content = one):name d1D DepthTexture1D d1D; //TEST_INPUT: Texture2D(size=4, format=D32Float, content = one):name d2D DepthTexture2D d2D; //TEST_INPUT: Texture3D(size=4, format=D32Float, content = one):name d3D DepthTexture3D d3D; //TEST_INPUT: TextureCube(size=4, format=D32Float, content = one):name dCube DepthTextureCube dCube; //TEST_INPUT: Texture1D(size=4, format=D32Float, content = one, arrayLength=2):name d1DArray DepthTexture1DArray d1DArray; //TEST_INPUT: Texture2D(size=4, format=D32Float, content = one, arrayLength=2):name d2DArray DepthTexture2DArray d2DArray; //TEST_INPUT: TextureCube(size=4, format=D32Float, content = one, arrayLength=2):name dCubeArray DepthTextureCubeArray dCubeArray; //TEST_INPUT: Sampler:name samplerState SamplerState samplerState; //TEST_INPUT: Sampler(depthCompare):name shadowSampler SamplerComparisonState shadowSampler; //TEST_INPUT: ubuffer(data=[0 0 0 0], stride=4):out,name outputBuffer RWStructuredBuffer outputBuffer; // note: the RGBA texture types are not parameterized, since the depth // texture element is always 'float' float testOperations( int idx, _Texture x1D, _Texture x2D, _Texture x3D, _Texture xCube, _Texture x1DArray, _Texture x2DArray, _Texture xCubeArray ) { float u = idx * (1.0f / 4); float val = 0.0f; uint width = 0, height = 0, depth = 0; float fwidth = 0.0f, fheight = 0.0f, fdepth = 0.0f; uint numLevels = 0, elements = 0; float fnumLevels = 0.0f, felements = 0.0f; float clamp = 0.0f; float bias = 0.0f; uint status; /*