vkd3d/tests/hlsl/numthreads.shader_test

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% Test allowed syntax for the "numthreads" attribute.
[require]
shader model >= 5.0
[compute shader]
[numthreads(1, 1, 1)]
void main() {}
[compute shader fail]
[numthreads]
void main() {}
[compute shader fail]
[numthreads(1, 1)]
void main() {}
[compute shader fail]
[numthreads(1, 1, 1, 1)]
void main() {}
[compute shader fail]
[numthreads(0, 1, 1)]
void main() {}
[compute shader fail]
[numthreads(1, 0, 1)]
void main() {}
[compute shader fail]
[numthreads(1, 1, 0)]
void main() {}
[compute shader fail todo]
[numthreads(-1, 1, 1)]
void main() {}
[compute shader fail todo]
[numthreads(1, -1, 1)]
void main() {}
[compute shader fail todo]
[numthreads(1, 1, -1)]
void main() {}
[compute shader fail todo]
[numthreads(1, -1, -1)]
void main() {}
[compute shader todo]
[numthreads(uint(1), 1, 1)]
void main() {}
[compute shader todo]
[numthreads(int(1), 1, 1)]
void main() {}
[compute shader fail]
[numthreads(float(1), 1, 1)]
void main() {}
[compute shader fail]
[numthreads(uint1(1), 1, 1)]
void main() {}
[compute shader todo]
[numthreads(int(1), 1, 1)]
void main() {}
[compute shader todo]
[numthreads(1 + 1, 1, 1)]
void main() {}
[compute shader fail]
[numthreads("1", 1, 1)]
void main() {}
[compute shader todo fail(sm>=6)]
static int x = 1;
[numthreads(x, 1, 1)]
void main() {}
[compute shader fail]
void main() {}
[compute shader fail(sm<6)]
[NumThreads(1, 1, 1)]
void main() {}
[compute shader]
[numthreads(1, 1, 1)]
void main();
void main() {}
[compute shader fail]
void main() {}
[numthreads(1, 1, 1)]
void main();
[compute shader fail(sm<6)]
void main();
[numthreads(1, 1, 1)]
void main() {}
[compute shader fail todo]
/* Expressions with side effects are forbidden in attributes (but not if the
* attribute is ignored). */
static int x = 1;
[numthreads(x++, 1, 1)]
void main() {}
[compute shader fail todo]
static int x = 1;
[numthreads(++x, 1, 1)]
void main() {}
[compute shader fail todo]
static int x = 1;
[numthreads((x = 2), 1, 1)]
void main() {}
[compute shader fail(sm>=6)]
static int x = 1;
[numthreads(++x, 1, 1)]
void func() {}
[bogus(++x)]
[numthreads(1, 1, 1)]
void main() { func(); }
[require]
shader model >= 5.0
format r32-float uav-load
[uav 0]
format r32-float
size (2d, 2, 2)
1.0 1.0
1.0 1.0
[compute shader]
/* In SM < 6.0, attributes are taken from the first function, and dropped from the second. */
RWTexture2D<float> u;
[numthreads(2, 1, 1)]
void main(uint2 id);
[numthreads(1, 2, 1)]
void main(uint2 id : sv_dispatchthreadid)
{
u[id] = 2.0;
}
[test]
todo(glsl) dispatch 1 1 1
probe uav 0 (0, 0) r (2.0)
if(sm<6) probe uav 0 (0, 1) r (1.0)
if(sm<6) probe uav 0 (1, 0) r (2.0)
probe uav 0 (1, 1) r (1.0)
if(sm>=6) probe uav 0 (0, 1) r (2.0)
if(sm>=6) probe uav 0 (1, 0) r (1.0)