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//TEST:SIMPLE(filecheck=WGSL): -stage fragment -entry fragMain -target wgsl
// In WGSL, `textureSample` and other variants work only for f32 type.
// But textureLoad works for i32, u32 and f32.
//TEST_INPUT: ubuffer(data=[0], stride=4):out,name outputBuffer
RWStructuredBuffer<int> outputBuffer;
// f32 types
//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_f32v3
//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_f32v3
//TEST_INPUT: Texture3D(size=4, content = zero):name t3D_f32v3
//TEST_INPUT: Texture2D(size=4, content = zero):name t2DMS_f32v3
//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name t2DArray_f32v3
Texture1D<float3> t1D_f32v3;
Texture2D<float3> t2D_f32v3;
Texture3D<float3> t3D_f32v3;
Texture2DMS<float3> t2DMS_f32v3;
Texture2DArray<float3> t2DArray_f32v3;
//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_f32v4
//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_f32v4
//TEST_INPUT: Texture3D(size=4, content = zero):name t3D_f32v4
//TEST_INPUT: Texture2D(size=4, content = zero):name t2DMS_f32v4
//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name t2DArray_f32v4
Texture1D<float4> t1D_f32v4;
Texture2D<float4> t2D_f32v4;
Texture3D<float4> t3D_f32v4;
Texture2DMS<float4> t2DMS_f32v4;
Texture2DArray<float4> t2DArray_f32v4;
// i32 types
//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_i32v3
//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_i32v3
//TEST_INPUT: Texture3D(size=4, content = zero):name t3D_i32v3
//TEST_INPUT: Texture2D(size=4, content = zero):name t2DMS_i32v3
//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name t2DArray_i32v3
Texture1D<int3> t1D_i32v3;
Texture2D<int3> t2D_i32v3;
Texture3D<int3> t3D_i32v3;
Texture2DMS<int3> t2DMS_i32v3;
Texture2DArray<int3> t2DArray_i32v3;
//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_i32v4
//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_i32v4
//TEST_INPUT: Texture3D(size=4, content = zero):name t3D_i32v4
//TEST_INPUT: Texture2D(size=4, content = zero):name t2DMS_i32v4
//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name t2DArray_i32v4
Texture1D<int4> t1D_i32v4;
Texture2D<int4> t2D_i32v4;
Texture3D<int4> t3D_i32v4;
Texture2DMS<int4> t2DMS_i32v4;
Texture2DArray<int4> t2DArray_i32v4;
// u32 types
//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_u32v3
//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_u32v3
//TEST_INPUT: Texture3D(size=4, content = zero):name t3D_u32v3
//TEST_INPUT: Texture2D(size=4, content = zero):name t2DMS_u32v3
//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name t2DArray_u32v3
Texture1D<uint3> t1D_u32v3;
Texture2D<uint3> t2D_u32v3;
Texture3D<uint3> t3D_u32v3;
Texture2DMS<uint3> t2DMS_u32v3;
Texture2DArray<uint3> t2DArray_u32v3;
//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_u32v4
//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_u32v4
//TEST_INPUT: Texture3D(size=4, content = zero):name t3D_u32v4
//TEST_INPUT: Texture2D(size=4, content = zero):name t2DMS_u32v4
//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name t2DArray_u32v4
Texture1D<uint4> t1D_u32v4;
Texture2D<uint4> t2D_u32v4;
Texture3D<uint4> t3D_u32v4;
Texture2DMS<uint4> t2DMS_u32v4;
Texture2DArray<uint4> t2DArray_u32v4;
// depth
//TEST_INPUT: Texture2D(size=4, content = zero):name d2D
DepthTexture2D d2D;
//TEST_INPUT: Texture2D(size=4, content = zero):name d2DMS
DepthTexture2DMS d2DMS;
//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name d2DArray
DepthTexture2DArray d2DArray;
bool TEST_textureLoad<T>(
Texture1D<T> t1D,
Texture2D<T> t2D,
Texture3D<T> t3D,
Texture2DMS<T> t2DMS,
Texture2DArray<T> t2DArray)
where T : ITexelElement, IArithmetic
{
// WGSL-LABEL: TEST_textureLoad
typealias Tvn = T;
return true
// ===================
// T Load()
// https://www.w3.org/TR/WGSL/#textureload
// ===================
// WGSL: textureLoad({{\(*}}t1D
&& all(Tvn(T.Element(0)) == t1D.Load(int2(0, 0)))
// WGSL: textureLoad({{\(*}}t2D
&& all(Tvn(T.Element(0)) == t2D.Load(int3(0, 0, 0)))
// WGSL: textureLoad({{\(*}}t3D
&& all(Tvn(T.Element(0)) == t3D.Load(int4(0, 0, 0, 0)))
// WGSL: textureLoad({{\(*}}t2DMS
&& all(Tvn(T.Element(0)) == t2DMS.Load(int3(0, 0, 0)))
// WGSL: textureLoad({{\(*}}t2DArray
&& all(Tvn(T.Element(0)) == t2DArray.Load(int4(0, 0, 0, 0)))
;
}
bool TEST_textureLoad_depth()
{
// WGSL-LABEL: TEST_textureLoad_depth
return true
// ===================
// T Load()
// https://www.w3.org/TR/WGSL/#textureload
// ===================
// WGSL: textureLoad({{\(*}}d2D
&& all(0.f == d2D.Load(int3(0, 0, 0)))
// WGSL: textureLoad({{\(*}}d2DMS
&& all(0.f == d2DMS.Load(int2(0, 0), 0))
// WGSL: textureLoad({{\(*}}d2DArray
&& all(0.f == d2DArray.Load(int4(0, 0, 0, 0)))
;
}
void fragMain()
{
bool result = true
&& TEST_textureLoad<float3>(t1D_f32v3, t2D_f32v3, t3D_f32v3, t2DMS_f32v3, t2DArray_f32v3)
&& TEST_textureLoad<float4>(t1D_f32v4, t2D_f32v4, t3D_f32v4, t2DMS_f32v4, t2DArray_f32v4)
&& TEST_textureLoad<int32_t3>(t1D_i32v3, t2D_i32v3, t3D_i32v3, t2DMS_i32v3, t2DArray_i32v3)
&& TEST_textureLoad<int32_t4>(t1D_i32v4, t2D_i32v4, t3D_i32v4, t2DMS_i32v4, t2DArray_i32v4)
&& TEST_textureLoad<uint32_t3>(t1D_u32v3, t2D_u32v3, t3D_u32v3, t2DMS_u32v3, t2DArray_u32v3)
&& TEST_textureLoad<uint32_t4>(t1D_u32v4, t2D_u32v4, t3D_u32v4, t2DMS_u32v4, t2DArray_u32v4)
&& TEST_textureLoad_depth()
;
outputBuffer[0] = int(result);
}
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