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//TEST:SIMPLE(filecheck=SPIRV):-target spirv-assembly -emit-spirv-via-glsl -entry fragmentMain -stage fragment -DENABLE_CLAMP
//TEST:SIMPLE(filecheck=SPIRV):-target spirv -entry fragmentMain -stage fragment -DENABLE_CLAMP
//DISABLED_TEST:SIMPLE(filecheck=SPIRV):-target spirv-assembly -entry fragmentMain -stage fragment -DENABLE_CLAMP -emit-spirv-directly
//DISABLED_TEST:SIMPLE(filecheck=DXIL):-target dxil-assembly -entry fragmentMain -stage fragment
//TEST:SIMPLE(filecheck=HLSL):-target hlsl -entry fragmentMain -stage fragment
// TODO: The SPIRV test is fine locally, but seems to lead to an impossible to debug hang in CI
//DISABLED_TEST:SIMPLE:-target spirv-assembly -entry fragmentMain -stage fragment -DENABLE_CLAMP
//DISABLED_TEST:SIMPLE:-target dxil-assembly -entry fragmentMain -stage fragment
//DISABLED_TEST:SIMPLE:-target hlsl -entry fragmentMain -stage fragment
// In order to make sure that all of the data produced in each
// query is referenced (and thus cannot be DCE'd away), we maintain
// single accumulator that will have the bits of each query result
// mixed into it.
void accumulate(inout uint r, uint u)
{
r = r ^ u;
}
void accumulate(inout uint r, bool b)
{
accumulate(r, uint(b));
}
void accumulate(inout uint r, uint2 u)
{
accumulate(r, u.x);
accumulate(r, u.y);
}
void accumulate(inout uint r, uint3 u)
{
accumulate(r, u.x);
accumulate(r, u.y);
accumulate(r, u.z);
}
void accumulate_2D(inout uint r, TextureFootprint2D f)
{
accumulate(r, f.anchor);
// HLSL-DAG: NvFootprintExtractAnchorTileLoc2D
accumulate(r, f.offset);
// HLSL-DAG: NvFootprintExtractOffset2D
accumulate(r, f.mask);
// HLSL-DAG: NvFootprintExtractBitmask
accumulate(r, f.lod);
// HLSL-DAG: NvFootprintExtractLOD
accumulate(r, f.granularity);
// HLSL-DAG: NvFootprintExtractReturnGran
accumulate(r, f.isSingleLevel);
}
void accumulate_3D(inout uint r, TextureFootprint3D f)
{
accumulate(r, f.anchor);
// HLSL-DAG: NvFootprintExtractAnchorTileLoc3D
accumulate(r, f.offset);
// HLSL-DAG: NvFootprintExtractOffset3D
accumulate(r, f.mask);
// HLSL-DAG: NvFootprintExtractBitmask
accumulate(r, f.lod);
// HLSL-DAG: NvFootprintExtractLOD
accumulate(r, f.granularity);
// HLSL-DAG: NvFootprintExtractReturnGran
accumulate(r, f.isSingleLevel);
}
// SPRIV: OpExtension "SPV_NV_shader_image_footprint"
void fragmentMain(
float v : VARYING,
uniform Texture2D texture_2D,
// SPIRV-DAG: OpTypeImage {{.*}} 2D
// HLSL-DAG: Texture2D{{.*}}register(t0)
uniform Texture3D texture_3D,
// SPIRV-DAG: OpTypeImage {{.*}} 3D
// HLSL-DAG: Texture3D{{.*}}register(t1)
uniform SamplerState sampler,
uniform RWStructuredBuffer<uint> outputBuffer,
uniform float4 c,
uniform float4 gx,
uniform float4 gy,
uniform uint g,
uniform float lodBias,
uniform float lodClamp,
uniform float lod)
{
uint index = uint(v);
uint r = 0;
TextureFootprint2D.Granularity granularity = g;
#ifdef ENABLE_CLAMP
#define CLAMP(ARG) ARG
#else
#define CLAMP(ARG) /* empty */
#endif
#define TEST_COMMON(ND, COARSE_OR_FINE) \
accumulate##ND(r, texture##ND.queryFootprint##COARSE_OR_FINE (granularity, sampler, coords )) ;\
accumulate##ND(r, texture##ND.queryFootprint##COARSE_OR_FINE##Bias (granularity, sampler, coords, lodBias )) ;\
CLAMP( accumulate##ND(r, texture##ND.queryFootprint##COARSE_OR_FINE##Clamp (granularity, sampler, coords, lodClamp ))) ;\
CLAMP( accumulate##ND(r, texture##ND.queryFootprint##COARSE_OR_FINE##BiasClamp (granularity, sampler, coords, lodBias, lodClamp))) ;\
accumulate##ND(r, texture##ND.queryFootprint##COARSE_OR_FINE##Level (granularity, sampler, coords, lod )) ;\
/* end */
#define TEST_GRAD(ND, COARSE_OR_FINE) \
accumulate##ND(r, texture##ND.queryFootprint##COARSE_OR_FINE##Grad (granularity, sampler, coords, dx, dy )) ;\
CLAMP( accumulate##ND(r, texture##ND.queryFootprint##COARSE_OR_FINE##GradClamp (granularity, sampler, coords, dx, dy, lodClamp ))) ;\
/* end */
#define TEST_2D(COARSE_OR_FINE) \
TEST_COMMON(_2D, COARSE_OR_FINE) \
TEST_GRAD(_2D, COARSE_OR_FINE) \
/* end */
#define TEST_3D(COARSE_OR_FINE) \
TEST_COMMON(_3D, COARSE_OR_FINE) \
/* end */
// SPIRV-DAG: [[TRUE:%[a-zA-Z0-9_]+]] = OpConstantTrue
// SPIRV-DAG: [[FALSE:%[a-zA-Z0-9_]+]] = OpConstantFalse
{
let coords = c.xy;
let dx = gx.xy;
let dy = gy.xy;
TEST_2D(Coarse);
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[TRUE]]
// HLSL-DAG: NvFootprintCoarse{{.*}}NV_EXTN_TEXTURE_2D
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[TRUE]] Bias
// HLSL-DAG: NvFootprintCoarseBias{{.*}}NV_EXTN_TEXTURE_2D
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[TRUE]] MinLod
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[TRUE]] Bias|MinLod
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[TRUE]] Lod
// HLSL-DAG: NvFootprintCoarseLevel{{.*}}NV_EXTN_TEXTURE_2D
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[TRUE]] Grad
// HLSL-DAG: NvFootprintCoarseGrad{{.*}}NV_EXTN_TEXTURE_2D
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[TRUE]] Grad|MinLod
TEST_2D(Fine);
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[FALSE]]
// HLSL-DAG: NvFootprintFine{{.*}}NV_EXTN_TEXTURE_2D
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[FALSE]] Bias
// HLSL-DAG: NvFootprintFineBias{{.*}}NV_EXTN_TEXTURE_2D
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[FALSE]] MinLod
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[FALSE]] Bias|MinLod
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[FALSE]] Lod
// HLSL-DAG: NvFootprintFineLevel{{.*}}NV_EXTN_TEXTURE_2D
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[FALSE]] Grad
// HLSL-DAG: NvFootprintFineGrad{{.*}}NV_EXTN_TEXTURE_2D
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[FALSE]] Grad|MinLod
}
{
let coords = c.xyz;
let dx = gx.xyz;
let dy = gy.xyz;
TEST_3D(Coarse);
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[TRUE]]
// HLSL-DAG: NvFootprintCoarse{{.*}}NV_EXTN_TEXTURE_3D
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[TRUE]] Bias
// HLSL-DAG: NvFootprintCoarseBias{{.*}}NV_EXTN_TEXTURE_3D
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[TRUE]] MinLod
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[TRUE]] Bias|MinLod
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[TRUE]] Lod
// HLSL-DAG: NvFootprintCoarseLevel{{.*}}NV_EXTN_TEXTURE_3D
TEST_3D(Fine);
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[FALSE]]
// HLSL-DAG: NvFootprintFine{{.*}}NV_EXTN_TEXTURE_3D
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[FALSE]] Bias
// HLSL-DAG: NvFootprintFineBias{{.*}}NV_EXTN_TEXTURE_3D
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[FALSE]] MinLod
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[FALSE]] Bias|MinLod
// SPIRV: OpImageSampleFootprintNV
// SPIRV-SAME: [[FALSE]] Lod
// HLSL-DAG: NvFootprintFineLevel{{.*}}NV_EXTN_TEXTURE_3D
}
outputBuffer[index] = r;
}
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