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vkd3d/tests/hlsl/uav-rwbuffer.shader_test
2025-02-12 19:59:19 +01:00

336 lines
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[require]
shader model >= 5.0
% 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.
[rtv 1]
format r32g32b32a32-float
size (2d, 640, 480)
[pixel shader]
struct s
{
float3 a;
};
RWBuffer<float4> u : register(u2);
RWBuffer<float> u1;
RWBuffer<float2x2> u2;
RWBuffer<struct s> u3;
float4 main() : sv_target1
{
u[0] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
[pixel shader]
struct s
{
float3 a;
};
RasterizerOrderedBuffer<float4> u : register(u2);
RasterizerOrderedBuffer<float> u1;
RasterizerOrderedBuffer<float2x2> u2;
RasterizerOrderedBuffer<struct s> u3;
float4 main() : sv_target1
{
u[0] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% Type size is too wide
[pixel shader fail]
struct s
{
float3 a;
float2 b;
};
RWBuffer<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail(sm<6) todo]
RWBuffer<double3> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader]
RWBuffer<double2> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
float3 a;
float2 b;
};
RasterizerOrderedBuffer<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail(sm<6) todo]
RasterizerOrderedBuffer<double3> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader]
RasterizerOrderedBuffer<double2> u;
float4 main() : sv_target1
{
return 0;
}
% Array type
[pixel shader fail(sm<6)]
typedef float arr[2];
RWBuffer<arr> u;
float4 main() : sv_target1
{
return 0;
}
% Object types
[pixel shader fail(sm<6)]
RWBuffer<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RWBuffer<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail(sm<6)]
typedef float arr[2];
RasterizerOrderedBuffer<arr> u;
float4 main() : sv_target1
{
return 0;
}
% Object types
[pixel shader fail(sm<6)]
RasterizerOrderedBuffer<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RasterizerOrderedBuffer<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[require]
shader model >= 5.0
[uav 1]
format r32g32b32a32-sint
size (buffer, 2)
1 2 3 4 5 6 7 8
[pixel shader]
RWBuffer<int4> u : register(u1);
float4 main() : sv_target
{
u[0] = int4(11, -12, 13, -14);
u[1] = int4(-15, 16, -17, 18);
return 0;
}
[test]
todo(msl) draw quad
probe uav 1 (0) rgbai (11, -12, 13, -14)
probe uav 1 (1) rgbai (-15, 16, -17, 18)
[uav 2]
format r32g32b32a32-float
size (buffer, 1)
0.1 0.2 0.3 0.4
[pixel shader]
RWBuffer<float4> u : register(u2);
float4 main() : sv_target1
{
u[0] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
[test]
todo(msl) draw quad
probe uav 2 (0) rgba (11.1, 12.2, 13.3, 14.4)
[require]
shader model >= 6.2
native-16-bit
[uav 1]
format r32g32b32a32-float
size (buffer, 1)
0 0 0 0
[compute shader]
uniform half4 h;
RWBuffer<float4> u : register(u1);
[numthreads(1, 1, 1)]
void main()
{
u[0] = h;
}
[test]
uniform 0 uint4 0x4a204990 0x4b404ab0 0 0
dispatch 1 1 1
probe uav 1 (0) rgba(11.125, 12.25, 13.375, 14.5)
[compute shader]
uniform half4 h;
RWBuffer<half4> u : register(u1);
[numthreads(1, 1, 1)]
void main()
{
u[0] = h;
}
[test]
uniform 0 uint4 0x4a204990 0x4b404ab0 0 0
dispatch 1 1 1
probe uav 1 (0) rgba(11.125, 12.25, 13.375, 14.5)
[compute shader]
uniform half h;
RWBuffer<half> u : register(u1);
[numthreads(1, 1, 1)]
void main()
{
u[0] = h;
}
[test]
uniform 0 uint 0x4990
dispatch 1 1 1
probe uav 1 (0) r(11.125)
[uav 1]
format r32g32b32a32-uint
size (buffer, 1)
0 0 0 0
[compute shader]
uniform uint16_t4 h;
RWBuffer<uint16_t4> u : register(u1);
[numthreads(1, 1, 1)]
void main()
{
u[0] = h;
}
[test]
uniform 0 uint4 0xfff4000b 0xefff3 0 0
dispatch 1 1 1
probe uav 1 (0) rgbaui(0xb, 0xfff4, 0xfff3, 0xe)
[uav 1]
format r32g32b32a32-sint
size (buffer, 1)
0 0 0 0
[compute shader]
uniform int16_t4 h;
RWBuffer<int16_t4> u : register(u1);
[numthreads(1, 1, 1)]
void main()
{
u[0] = h;
}
[test]
uniform 0 uint4 0xfff4000b 0xefff3 0 0
dispatch 1 1 1
probe uav 1 (0) rgbai(11, -12, -13, 14)
[uav 1]
format r32g32b32a32-sint
size (buffer, 1)
-65536 -1 1 65536
[pixel shader]
RWBuffer<int16_t4> u : register(u1);
int4 main() : sv_target
{
return u[0];
}
[test]
draw quad
probe (0, 0) rgbai(-32768, -1, 1, 32767)
[uav 1]
format r32g32b32a32-uint
size (buffer, 1)
0 1 0x10000 0xfffffffe
[pixel shader]
RWBuffer<uint16_t4> u : register(u1);
uint4 main() : sv_target
{
return u[0];
}
[test]
draw quad
probe (0, 0) rgbaui(0, 1, 0xffff, 0xffff)