vkd3d/tests/hlsl/uav-rwtexture.shader_test

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[require]
shader model >= 5.0
[pixel shader fail(sm<6)]
RWTexture2D<float4> u;
float4 main() : sv_target
{
/* All four components must be written in a single statement. */
u[uint2(0, 0)].xy = float2(1, 2);
u[uint2(0, 0)].zw = float2(3, 4);
return 0;
}
[pixel shader fail]
Texture2D<float4> u;
float4 main() : sv_target
{
/* SRVs are not writable. */
u[uint2(0, 0)].xyzw = float4(1, 2, 3, 4);
return 0;
}
[uav 1]
format r32 float
size (2, 2)
0.1 0.2
0.3 0.4
[uav 2]
size (1, 1)
0.5 0.6 0.7 0.8
[pixel shader]
RWTexture2D<float> u;
RWTexture2D<float4> v;
float4 main() : sv_target
{
u[uint2(0, 0)] = 0.5;
u[uint2(0, 1)].x = 0.6;
u[uint2(1, 1)] = 0.7;
v[uint2(0, 0)].yxwz = float4(1, 2, 3, 4);
return 0;
}
[test]
todo(sm>=6) draw quad
probe uav 1 (0, 0) r (0.5)
probe uav 1 (0, 1) r (0.6)
probe uav 1 (1, 0) r (0.2)
probe uav 1 (1, 1) r (0.7)
probe uav 2 (0, 0) rgba (2.0, 1.0, 4.0, 3.0)
% UAVs are implicitly allocated starting from the highest render target slot.
% They cannot overlap render target slots, and also cannot be allocated any
% lower than the highest render target.
% This ceases to be true with shader model 5.1.
[render target 1]
format r32g32b32a32 float
size (640, 480)
[uav 2]
size (1, 1)
0.1 0.2 0.3 0.4
[pixel shader fail(sm<6)]
RWTexture2D<float4> u : register(u0);
float4 main() : sv_target1
{
u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
return 0;
}
[pixel shader fail(sm<6)]
RWTexture2D<float4> u : register(u1);
float4 main() : sv_target1
{
u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
return 0;
}
[pixel shader]
RWTexture2D<float4> u;
float4 main() : sv_target1
{
u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
return 0;
}
[test]
todo(sm>=6) draw quad
probe uav 2 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
[uav 3]
size (1, 1)
0.1 0.2 0.3 0.4
[pixel shader]
RWTexture2D<float4> u : register(u3);
float4 main() : sv_target1
{
u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
return 0;
}
[test]
todo(sm>=6) draw quad
probe uav 3 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
% Uppercase register set name
[pixel shader]
RWTexture2D<float4> u : register(U3);
float4 main() : sv_target1
{
u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
return 0;
}
[test]
todo(sm>=6) draw quad
probe uav 3 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
% Test that we can declare and use an array of UAVs.
[uav 2]
size (1, 1)
0.1 0.2 0.3 0.4
[uav 3]
size (1, 1)
0.5 0.6 0.7 0.8
[pixel shader]
RWTexture2D<float4> u[2] : register(u2);
float4 main() : sv_target1
{
u[0][uint2(0, 0)] = float4(1.1, 1.2, 1.3, 1.4);
u[1][uint2(0, 0)] = float4(2.1, 2.2, 2.3, 2.4);
return 0;
}
[test]
todo(sm>=6) draw quad
probe uav 2 (0, 0) rgba (1.1, 1.2, 1.3, 1.4)
probe uav 3 (0, 0) rgba (2.1, 2.2, 2.3, 2.4)
% RWTexture1D types
[pixel shader fail(sm>=6)]
struct s
{
float3 a;
};
RWTexture1D<float4> u : register(u2);
RWTexture1D<float> u1;
RWTexture1D<float2x2> u2;
RWTexture1D<struct s> u3;
float4 main() : sv_target1
{
u[0] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RWTexture1DArray types
[pixel shader fail(sm>=6)]
struct s
{
float3 a;
};
RWTexture1DArray<float4> u : register(u2);
RWTexture1DArray<float> u1;
RWTexture1DArray<float2x2> u2;
RWTexture1DArray<struct s> u3;
float4 main() : sv_target1
{
u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RWTexture2D types
[pixel shader fail(sm>=6)]
struct s
{
float3 a;
};
RWTexture2D<float4> u : register(u2);
RWTexture2D<float> u1;
RWTexture2D<float2x2> u2;
RWTexture2D<struct s> u3;
float4 main() : sv_target1
{
u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RWTexture2DArray types
[pixel shader fail(sm>=6) todo]
struct s
{
float3 a;
};
RWTexture2DArray<float4> u : register(u2);
RWTexture2DArray<float> u1;
RWTexture2DArray<float2x2> u2;
RWTexture2DArray<struct s> u3;
float4 main() : sv_target1
{
u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RWTexture3D types
[pixel shader fail(sm>=6)]
struct s
{
float3 a;
};
RWTexture3D<float4> u : register(u2);
RWTexture3D<float> u1;
RWTexture3D<float2x2> u2;
RWTexture3D<struct s> u3;
float4 main() : sv_target1
{
u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% Type is too wide
[pixel shader fail]
struct s
{
float3 a;
float2 b;
};
RWTexture1D<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
float3 a;
float2 b;
};
RWTexture2D<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
float3 a;
float2 b;
};
RWTexture3D<struct s> u;
float4 main() : sv_target1
{
return 0;
}
% Array type
[pixel shader fail]
typedef float arr[2];
RWTexture1D<arr> u;
float4 main() : sv_target1
{
return 0;
}
% Object types
[pixel shader fail]
RWTexture1D<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
RWTexture1DArray<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
RWTexture2D<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
RWTexture2DArray<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
RWTexture3D<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RWTexture1D<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RWTexture1DArray<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RWTexture2D<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RWTexture2DArray<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RWTexture3D<struct s> u;
float4 main() : sv_target1
{
return 0;
}