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// Test for verifying subscript operator support in cuda.
//TEST(compute):COMPARE_COMPUTE_EX:-cuda -compute -shaderobj
//TEST_INPUT: Texture1D(size=4, content = one):name cudaT1D
Texture1D<float> cudaT1D;
//TEST_INPUT: Texture2D(size=8, content = one):name cudaT2D
Texture2D<float> cudaT2D;
//TEST_INPUT: Texture2D(size=8, content = one):name cudaT2D_f2
Texture2D<float2> cudaT2D_f2;
//TEST_INPUT: Texture2D(size=8, content = one):name cudaT2D_f4
Texture2D<float4> cudaT2D_f4;
//TEST_INPUT: Texture3D(size=8, content = one):name cudaT3D
Texture3D<float> cudaT3D;
//TEST_INPUT: Texture3D(size=8, content = one):name cudaT3D_f2
Texture3D<float2> cudaT3D_f2;
//TEST_INPUT: Texture3D(size=8, content = one):name cudaT3D_f4
Texture3D<float4> cudaT3D_f4;
//TEST_INPUT: TextureCube(size=16, content = one):name cudaTCube
TextureCube<float> cudaTCube;
//TEST_INPUT: Texture2D(size=16, content = one, arrayLength=3):name cudaT2DArray
Texture2DArray<float> cudaT2DArray;
//TEST_INPUT: Texture2D(size=16, content = one, arrayLength=3):name cudaT2DArray_f2
Texture2DArray<float2> cudaT2DArray_f2;
//TEST_INPUT: Texture2D(size=16, content = one, arrayLength=3):name cudaT2DArray_f4
Texture2DArray<float4> cudaT2DArray_f4;
// New texture declarations for uint and int variants
//TEST_INPUT: Texture2D(size=8, content = one):name cudaT2D_uint
Texture2D<uint> cudaT2D_uint;
//TEST_INPUT: Texture2D(size=8, content = one):name cudaT2D_uint2
Texture2D<uint2> cudaT2D_uint2;
//TEST_INPUT: Texture2D(size=8, content = one):name cudaT2D_uint4
Texture2D<uint4> cudaT2D_uint4;
//TEST_INPUT: Texture2D(size=8, content = one):name cudaT2D_int
Texture2D<int> cudaT2D_int;
//TEST_INPUT: Texture2D(size=8, content = one):name cudaT2D_int2
Texture2D<int2> cudaT2D_int2;
//TEST_INPUT: Texture2D(size=8, content = one):name cudaT2D_int4
Texture2D<int4> cudaT2D_int4;
//TEST_INPUT: Texture3D(size=8, content = one):name cudaT3D_uint
Texture3D<uint> cudaT3D_uint;
//TEST_INPUT: Texture3D(size=8, content = one):name cudaT3D_uint2
Texture3D<uint2> cudaT3D_uint2;
//TEST_INPUT: Texture3D(size=8, content = one):name cudaT3D_uint4
Texture3D<uint4> cudaT3D_uint4;
//TEST_INPUT: Texture3D(size=8, content = one):name cudaT3D_int
Texture3D<int> cudaT3D_int;
//TEST_INPUT: Texture3D(size=8, content = one):name cudaT3D_int2
Texture3D<int2> cudaT3D_int2;
//TEST_INPUT: Texture3D(size=8, content = one):name cudaT3D_int4
Texture3D<int4> cudaT3D_int4;
//TEST_INPUT: ubuffer(data=[0 0 0 0 0 0 0 0 0 0 0], stride=4):out,name cudaOutputBuffer
RWStructuredBuffer<float> cudaOutputBuffer;
[numthreads(11, 1, 1)]
[shader("compute")]
void computeMain(int3 dispatchThreadID : SV_DispatchThreadID)
{
int idx = dispatchThreadID.x;
switch (idx)
{
case 1:
{
int var = 0;
float result = cudaT1D[0];
// This is not supported in PTX.
//cudaOutputBuffer[idx] = result;
}
break;
case 2:
{
int2 var = int2(1, 2);
float result = cudaT2D[var];
cudaOutputBuffer[idx] = result;
float2 result2 = cudaT2D_f2[var];
cudaOutputBuffer[idx] += result2.x;
cudaOutputBuffer[idx] += result2.y;
float4 result4 = cudaT2D_f4[var];
cudaOutputBuffer[idx] += result4.x;
cudaOutputBuffer[idx] += result4.y;
cudaOutputBuffer[idx] += result4.z;
cudaOutputBuffer[idx] += result4.w;
}
break;
case 3:
{
int3 var = int3(1, 1, 1);
float result = cudaT3D[var];
cudaOutputBuffer[idx] = result;
float2 result2 = cudaT3D_f2[var];
cudaOutputBuffer[idx] += result2.x;
cudaOutputBuffer[idx] += result2.y;
float4 result4 = cudaT3D_f4[var];
cudaOutputBuffer[idx] += result4.x;
cudaOutputBuffer[idx] += result4.y;
cudaOutputBuffer[idx] += result4.z;
cudaOutputBuffer[idx] += result4.w;
}
break;
case 4:
{
int3 var = int3(0, 0, 1);
float result = cudaT2DArray[var];
cudaOutputBuffer[idx] = result;
float2 result2 = cudaT2DArray_f2[var];
cudaOutputBuffer[idx] += result2.x;
cudaOutputBuffer[idx] += result2.y;
float4 result4 = cudaT2DArray_f4[var];
cudaOutputBuffer[idx] += result4.x;
cudaOutputBuffer[idx] += result4.y;
cudaOutputBuffer[idx] += result4.z;
cudaOutputBuffer[idx] += result4.w;
}
break;
case 5:
{
// Test 2D textures with uint variants
int2 var = int2(1, 2);
uint result = cudaT2D_uint[var];
cudaOutputBuffer[idx] = float(result);
uint2 result2 = cudaT2D_uint2[var];
cudaOutputBuffer[idx] += float(result2.x);
cudaOutputBuffer[idx] += float(result2.y);
uint4 result4 = cudaT2D_uint4[var];
cudaOutputBuffer[idx] += float(result4.x);
cudaOutputBuffer[idx] += float(result4.y);
cudaOutputBuffer[idx] += float(result4.z);
cudaOutputBuffer[idx] += float(result4.w);
}
break;
case 6:
{
// Test 2D textures with int variants
int2 var = int2(1, 2);
int result = cudaT2D_int[var];
cudaOutputBuffer[idx] = float(result);
int2 result2 = cudaT2D_int2[var];
cudaOutputBuffer[idx] += float(result2.x);
cudaOutputBuffer[idx] += float(result2.y);
int4 result4 = cudaT2D_int4[var];
cudaOutputBuffer[idx] += float(result4.x);
cudaOutputBuffer[idx] += float(result4.y);
cudaOutputBuffer[idx] += float(result4.z);
cudaOutputBuffer[idx] += float(result4.w);
}
break;
case 7:
{
// Test 3D textures with uint variants
int3 var = int3(1, 1, 1);
uint result = cudaT3D_uint[var];
cudaOutputBuffer[idx] = float(result);
uint2 result2 = cudaT3D_uint2[var];
cudaOutputBuffer[idx] += float(result2.x);
cudaOutputBuffer[idx] += float(result2.y);
uint4 result4 = cudaT3D_uint4[var];
cudaOutputBuffer[idx] += float(result4.x);
cudaOutputBuffer[idx] += float(result4.y);
cudaOutputBuffer[idx] += float(result4.z);
cudaOutputBuffer[idx] += float(result4.w);
}
break;
case 8:
{
// Test 3D textures with int variants
int3 var = int3(1, 1, 1);
int result = cudaT3D_int[var];
cudaOutputBuffer[idx] = float(result);
int2 result2 = cudaT3D_int2[var];
cudaOutputBuffer[idx] += float(result2.x);
cudaOutputBuffer[idx] += float(result2.y);
int4 result4 = cudaT3D_int4[var];
cudaOutputBuffer[idx] += float(result4.x);
cudaOutputBuffer[idx] += float(result4.y);
cudaOutputBuffer[idx] += float(result4.z);
cudaOutputBuffer[idx] += float(result4.w);
}
break;
}
}
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