vkd3d/tests/hlsl/numthreads.shader_test
Francisco Casas b08be04465 tests/shader-runner: Change resource declaration syntax on shader_test files.
On shader_test files, now resources should be declared this way:

    [texture n]       -> [srv n]
    [srv buffer n]    -> [srv n]
    [uav n]           -> [uav n]
    [uav buffer n]    -> [uav n]
    [vertex buffer n] -> [vb n]
    [render target n] -> [rtv n]

The dimension (buffer or 2D) is now specified as an additional parameter
in the "size" directive:

  For 2D resources:
  size (n, m)         -> size (2d, n, m)

  For buffers:
  size (n, 1)         -> size (buffer, n)
2024-02-19 21:11:52 +01:00

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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(); }
[uav 0]
format r32 float
size (2d, 2, 2)
1.0 1.0
1.0 1.0
[compute shader]
/* 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(sm>=6) dispatch 1 1 1
probe uav 0 (0, 0) r (2.0)
probe uav 0 (0, 1) r (1.0)
probe uav 0 (1, 0) r (2.0)
probe uav 0 (1, 1) r (1.0)