summaryrefslogtreecommitdiffstats
path: root/tests/wgsl/texture.slang
blob: b49f14e072e9865fbf64e5fbf088726727413848 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
// WGSL supports "textureSample()" only in fragment shader
//TEST:SIMPLE(filecheck=WGSL): -stage fragment -entry fragMain -target wgsl

//TEST_INPUT: ubuffer(data=[0], stride=4):out,name outputBuffer
RWStructuredBuffer<int> outputBuffer;

//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_f32v3
Texture1D<float3> t1D_f32v3;
//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_f32v3
Texture2D<float3> t2D_f32v3;
//TEST_INPUT: Texture3D(size=4, content = zero):name t3D_f32v3
Texture3D<float3> t3D_f32v3;
//TEST_INPUT: TextureCube(size=4, content = zero):name tCube_f32v3
TextureCube<float3> tCube_f32v3;
//TEST_INPUT: Texture1D(size=4, content = zero, arrayLength=2):name t1DArray_f32v3
Texture1DArray<float3> t1DArray_f32v3;
//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name t2DArray_f32v3
Texture2DArray<float3> t2DArray_f32v3;
//TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name tCubeArray_f32v3
TextureCubeArray<float3> tCubeArray_f32v3;

//TEST_INPUT: Texture1D(size=4, content = zero):name t1D_f32v4
Texture1D<float4> t1D_f32v4;
//TEST_INPUT: Texture2D(size=4, content = zero):name t2D_f32v4
Texture2D<float4> t2D_f32v4;
//TEST_INPUT: Texture3D(size=4, content = zero):name t3D_f32v4
Texture3D<float4> t3D_f32v4;
//TEST_INPUT: TextureCube(size=4, content = zero):name tCube_f32v4
TextureCube<float4> tCube_f32v4;

//TEST_INPUT: Texture1D(size=4, content = zero, arrayLength=2):name t1DArray_f32v4
Texture1DArray<float4> t1DArray_f32v4;
//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name t2DArray_f32v4
Texture2DArray<float4> t2DArray_f32v4;
//TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name tCubeArray_f32v4
TextureCubeArray<float4> tCubeArray_f32v4;

//TEST_INPUT: Texture2D(size=4, content = zero):name d2D
DepthTexture2D d2D;
//TEST_INPUT: TextureCube(size=4, content = zero):name dCube
DepthTextureCube dCube;
//TEST_INPUT: Texture2D(size=4, content = zero, arrayLength=2):name d2DArray
DepthTexture2DArray d2DArray;
//TEST_INPUT: TextureCube(size=4, content = zero, arrayLength=2):name dCubeArray
DepthTextureCubeArray dCubeArray;

//TEST_INPUT: Sampler:name samplerState
SamplerState samplerState;
//TEST_INPUT: Sampler:name shadowSampler
SamplerComparisonState shadowSampler;

bool TEST_texture<T>(
    Texture1D<T> t1D,
    Texture2D<T> t2D,
    Texture3D<T> t3D,
    TextureCube<T> tCube,
    Texture1DArray<T> t1DArray,
    Texture2DArray<T> t2DArray,
    TextureCubeArray<T> tCubeArray
) where T:ITexelElement, IArithmetic
{
    // WGSL-LABEL: TEST_texture
    typealias Tvn = T;
    typealias Tv4 = vector<T.Element,4>;

    float u = 0;
    float u2 = 0.5;
    constexpr const float ddx = 0.0f;
    constexpr const float ddy = 0.0f;

    uint width = 0, height = 0, depth = 0;
    uint elements = 0;

    bool voidResult = true;

    // ======================
    //  void GetDimensions()
    // ======================

    // WGSL: textureDimensions({{\(*}}t1D
    t1D.GetDimensions(width);
    voidResult = voidResult && (uint(4) == width);

    // WGSL: textureDimensions({{\(*}}t2D
    t2D.GetDimensions(width, height);
    voidResult = voidResult && (uint(4) == width);
    voidResult = voidResult && (uint(4) == height);

    // WGSL: textureDimensions({{\(*}}t3D
    t3D.GetDimensions(width, height, depth);
    voidResult = voidResult && (uint(4) == width);
    voidResult = voidResult && (uint(4) == height);
    voidResult = voidResult && (uint(4) == depth);

    // WGSL: textureDimensions({{\(*}}tCube
    tCube.GetDimensions(width, height);
    voidResult = voidResult && (uint(4) == width);
    voidResult = voidResult && (uint(4) == height);

    // WGSL: textureDimensions({{\(*}}t1DArray
    t1DArray.GetDimensions(width, elements);
    voidResult = voidResult && (uint(4) == width);
    voidResult = voidResult && (uint(2) == elements);

    // WGSL: textureDimensions({{\(*}}t2DArray
    t2DArray.GetDimensions(width, height, elements);
    voidResult = voidResult && (uint(4) == width);
    voidResult = voidResult && (uint(4) == height);
    voidResult = voidResult && (uint(2) == elements);

    // WGSL: textureDimensions({{\(*}}tCubeArray
    tCubeArray.GetDimensions(width, height, elements);
    voidResult = voidResult && (uint(4) == width);
    voidResult = voidResult && (uint(4) == height);
    voidResult = voidResult && (uint(2) == elements);

    bool result = voidResult
        // ===============================
        // float CalculateLevelOfDetail()
        // ===============================
        // WGSL doesn't have a way to calculate mip-map level for the given coordinate

        // ========================================
        // float CalculateLevelOfDetailUnclamped()
        // ========================================
        // WGSL doesn't have a way to calculate mip-map level for the given coordinate

        // ===========
        // T Sample()
        // https://www.w3.org/TR/WGSL/#texturesample
        // ===========

        // WGSL: textureSample({{\(*}}t1D
        && all(Tvn(T.Element(0)) == t1D.Sample(samplerState, u))

        // WGSL: textureSample({{\(*}}t2D
        && all(Tvn(T.Element(0)) == t2D.Sample(samplerState, float2(u, u)))

        // WGSL: textureSample({{\(*}}t3D
        && all(Tvn(T.Element(0)) == t3D.Sample(samplerState, float3(u, u, u)))

        // WGSL: textureSample({{\(*}}tCube
        && all(Tvn(T.Element(0)) == tCube.Sample(samplerState, normalize(float3(u, 1 - u, u))))

        // WGSL doesn't support textureSample for 1d_array and 3d_array; only 2d and cube

        // WGSL: textureSample({{\(*}}t2DArray
        && all(Tvn(T.Element(0)) == t2DArray.Sample(samplerState, float3(u, u, 0)))

        // WGSL: textureSample({{\(*}}tCubeArray
        && all(Tvn(T.Element(0)) == tCubeArray.Sample(samplerState, float4(normalize(float3(u, 1 - u, u)), 0)))

        // Offset variant

        // WGSL: textureSample({{\(*}}t1D
        && all(Tvn(T.Element(0)) == t1D.Sample(samplerState, u, 1))

        // WGSL: textureSample({{\(*}}t2D
        && all(Tvn(T.Element(0)) == t2D.Sample(samplerState, float2(u, u), int2(1, 1)))

        // WGSL: textureSample({{\(*}}t3D
        && all(Tvn(T.Element(0)) == t3D.Sample(samplerState, float3(u, u, u), int3(1, 1, 1)))

        // WGSL doesn't support offset variant for cube and cube_array

        // WGSL: textureSample({{\(*}}t2DArray
        && all(Tvn(T.Element(0)) == t2DArray.Sample(samplerState, float3(u, u, 0), int2(1, 1)))

        // Clamp variant
        // WGSL doesn't support clamp variants for `textureSample()`

        // ===============
        // T SampleBias()
        // https://www.w3.org/TR/WGSL/#texturesamplebias
        // ===============

        // WGSL doesn't support Bias for 1D texture

        // WGSL: textureSampleBias({{\(*}}t2D
        && all(Tvn(T.Element(0)) == t2D.SampleBias(samplerState, float2(u, u), float(-1)))

        // WGSL: textureSampleBias({{\(*}}t3D
        && all(Tvn(T.Element(0)) == t3D.SampleBias(samplerState, float3(u, u, u), float(-1)))

        // WGSL: textureSampleBias({{\(*}}tCube
        && all(Tvn(T.Element(0)) == tCube.SampleBias(samplerState, normalize(float3(u, 1 - u, u)), float(-1)))

        // WGSL: textureSampleBias({{\(*}}t2DArray
        && all(Tvn(T.Element(0)) == t2DArray.SampleBias(samplerState, float3(u, u, 0), float(-1)))

        // WGSL: textureSampleBias({{\(*}}tCubeArray
        && all(Tvn(T.Element(0)) == tCubeArray.SampleBias(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), float(-1)))

        // Offset variant

        // WGSL: textureSampleBias({{\(*}}t2D
        && all(Tvn(T.Element(0)) == t2D.SampleBias(samplerState, float2(u, u), float(-1), int2(1, 1)))

        // WGSL: textureSampleBias({{\(*}}t3D
        && all(Tvn(T.Element(0)) == t3D.SampleBias(samplerState, float3(u, u, u), float(-1), int3(1, 1, 1)))

        // WGSL: textureSampleBias({{\(*}}t2DArray
        && all(Tvn(T.Element(0)) == t2DArray.SampleBias(samplerState, float3(u, u, 0), float(-1), int2(1, 1)))

        // ===================================
        // T SampleLevel()
        // https://www.w3.org/TR/WGSL/#texturesamplelevel
        // ===================================

        // WGSL doesn't support textureSampleLevel for 1D texture

        // WGSL: textureSampleLevel({{\(*}}t2D
        && all(Tvn(T.Element(0)) == t2D.SampleLevel(samplerState, float2(u, u), 0))

        // WGSL: textureSampleLevel({{\(*}}t3D
        && all(Tvn(T.Element(0)) == t3D.SampleLevel(samplerState, float3(u, u, u), 0))

        // WGSL: textureSampleLevel({{\(*}}tCube
        && all(Tvn(T.Element(0)) == tCube.SampleLevel(samplerState, normalize(float3(u, 1 - u, u)), 0))

        // WGSL: textureSampleLevel({{\(*}}t2DArray
        && all(Tvn(T.Element(0)) == t2DArray.SampleLevel(samplerState, float3(u, u, 0), 0))

        // WGSL: textureSampleLevel({{\(*}}tCubeArray
        && all(Tvn(T.Element(0)) == tCubeArray.SampleLevel(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), 0))

        // Offset variant

        // WGSL: textureSampleLevel({{\(*}}t2D
        && all(Tvn(T.Element(0)) == t2D.SampleLevel(samplerState, float2(u, u), 0, int2(1, 1)))

        // WGSL: textureSampleLevel({{\(*}}t3D
        && all(Tvn(T.Element(0)) == t3D.SampleLevel(samplerState, float3(u, u, u), 0, int3(1, 1, 1)))

        // WGSL: textureSampleLevel({{\(*}}t2DArray
        && all(Tvn(T.Element(0)) == t2DArray.SampleLevel(samplerState, float3(u, u, 0), 0, int2(1, 1)))

        // ==================
        // float SampleCmp()
        // https://www.w3.org/TR/WGSL/#texturesamplecompare
        // ==================

        // WGSL: textureSampleCompare({{\(*}}d2D
        && float(0) == d2D.SampleCmp(shadowSampler, float2(u, u), 0)

        // WGSL: textureSampleCompare({{\(*}}d2DArray
        && float(0) == d2DArray.SampleCmp(shadowSampler, float3(u, u, 0), 0)

        // WGSL: textureSampleCompare({{\(*}}dCube
        && float(0) == dCube.SampleCmp(shadowSampler, normalize(float3(u, 1 - u, u)), 0)

        // WGSL: textureSampleCompare({{\(*}}dCubeArray
        && float(0) == dCubeArray.SampleCmp(shadowSampler, float4(normalize(float3(u, 1 - u, u)), 0), 0)

        // Offset variant

        // WGSL doesn't support the offset variant for cube and cube_array

        // WGSL: textureSampleCompare({{\(*}}d2D
        && float(0) == d2D.SampleCmp(shadowSampler, float2(u2, u), 0, int2(0, 0))

        // WGSL: textureSampleCompare({{\(*}}d2DArray
        && float(0) == d2DArray.SampleCmp(shadowSampler, float3(u2, u, u), 0, int2(0, 0))

        // ===================================
        // float SampleCmpLevelZero()
        // https://www.w3.org/TR/WGSL/#texturesamplecomparelevel
        // ===================================

        // WGSL: textureSampleCompareLevel({{\(*}}d2D
        && float(0) == d2D.SampleCmpLevelZero(shadowSampler, float2(u, u), 0)

        // WGSL: textureSampleCompareLevel({{\(*}}d2DArray
        && float(0) == d2DArray.SampleCmpLevelZero(shadowSampler, float3(u, u, 0), 0)

        // WGSL: textureSampleCompareLevel({{\(*}}dCube
        && float(0) == dCube.SampleCmpLevelZero(shadowSampler, normalize(float3(u, 1 - u, u)), 0)

        // WGSL: textureSampleCompareLevel({{\(*}}dCubeArray
        && float(0) == dCubeArray.SampleCmpLevelZero(shadowSampler, float4(normalize(float3(u, 1-u, u)), 0), 0)

        // Offset variant

        // WGSL: textureSampleCompareLevel({{\(*}}d2D
        && float(0) == d2D.SampleCmpLevelZero(shadowSampler, float2(u2, u), 0, int2(0, 0))

        // WGSL: textureSampleCompareLevel({{\(*}}d2DArray
        && float(0) == d2DArray.SampleCmpLevelZero(shadowSampler, float3(u2, u, u), 0, int2(0, 0))

        // =====================================
        // T SampleGrad()
        // https://www.w3.org/TR/WGSL/#texturesamplegrad
        // =====================================

        // WGSL doesn't support textureSampleGrad for 1D textures

        // WGSL: textureSampleGrad({{\(*}}t2D
        && all(Tvn(T.Element(0)) == t2D.SampleGrad(samplerState, float2(u, u), float2(ddx, ddx), float2(ddy, ddy)))

        // WGSL: textureSampleGrad({{\(*}}t3D
        && all(Tvn(T.Element(0)) == t3D.SampleGrad(samplerState, float3(u, u, u), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy)))

        // WGSL: textureSampleGrad({{\(*}}tCube
        && all(Tvn(T.Element(0)) == tCube.SampleGrad(samplerState, normalize(float3(u, 1 - u, u)), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy)))

        // WGSL: textureSampleGrad({{\(*}}t2DArray
        && all(Tvn(T.Element(0)) == t2DArray.SampleGrad(samplerState, float3(u, u, 0.0f), float2(ddx, ddx), float2(ddy, ddy)))

        // WGSL: textureSampleGrad({{\(*}}tCubeArray
        && all(Tvn(T.Element(0)) == tCubeArray.SampleGrad(samplerState, float4(normalize(float3(u, 1 - u, u)), 0), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy)))

        // Offset variant

        // WGSL: textureSampleGrad({{\(*}}t2D
        && all(Tvn(T.Element(0)) == t2D.SampleGrad(samplerState, float2(u2, u), float2(ddx, ddx), float2(ddy, ddy), int2(0, 0)))

        // WGSL: textureSampleGrad({{\(*}}t3D
        && all(Tvn(T.Element(0)) == t3D.SampleGrad(samplerState, float3(u2, u, u), float3(ddx, ddx, ddx), float3(ddy, ddy, ddy), int3(0, 0, 0)))

        // WGSL: textureSampleGrad({{\(*}}t2DArray
        && all(Tvn(T.Element(0)) == t2DArray.SampleGrad(samplerState, float3(u2, u, 0.0f), float2(ddx, ddx), float2(ddy, ddy), int2(0, 0)))
        ;

    return result;
}

void fragMain()
{
    bool result = true
        && TEST_texture<float3>(
            t1D_f32v3,
            t2D_f32v3,
            t3D_f32v3,
            tCube_f32v3,
            t1DArray_f32v3,
            t2DArray_f32v3,
            tCubeArray_f32v3)
        && TEST_texture<float4>(
            t1D_f32v4,
            t2D_f32v4,
            t3D_f32v4,
            tCube_f32v4,
            t1DArray_f32v4,
            t2DArray_f32v4,
            tCubeArray_f32v4)
        ;

    outputBuffer[0] = int(result);
}