tests: Add more tests for UAV allocation.

This commit is contained in:
Zebediah Figura 2022-10-13 23:03:24 -05:00 committed by Alexandre Julliard
parent 52069386c4
commit 8044fce040
Notes: Alexandre Julliard 2022-10-31 22:39:35 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Francisco Casas (@fcasas)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/36

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@ -22,6 +22,7 @@ float4 main() : sv_target
return 0;
}
[uav 1]
format r32 float
size (2, 2)
@ -54,3 +55,68 @@ 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]
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]
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 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 draw quad
probe uav 3 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)