vkd3d/tests/hlsl/uav-rwstructuredbuffer.shader_test
Francisco Casas 8df34fce62 vkd3d-shader/hlsl: Emit fixme on non-direct resource stores.
Co-authored-by: Giovanni Mascellani <gmascellani@codeweavers.com>

These may happen when storing to structured buffers, and we are not
handling them properly yet. The included test reaches unreacheable code
before this patch.

Storing to buffers is complicated since we need to split the index
chain in two paths:
- The path within the variable where the resource is.
- The subpath to the part of the resource element that is being stored
  to.

For now, we will emit a fixme when the index chain in the lhs is not a
direct resource access.
2024-02-19 21:12:14 +01:00

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[require]
shader model >= 5.0
[pixel shader todo]
struct s
{
float3 a;
};
struct s2
{
float4x4 f1, f2, f3;
};
RWStructuredBuffer<float4> u : register(u2);
RWStructuredBuffer<float> u1;
RWStructuredBuffer<float2x2> u2;
RWStructuredBuffer<struct s> u3;
RWStructuredBuffer<float4x4> u4;
RWStructuredBuffer<struct s2> u5;
float4 main() : sv_target1
{
u[0] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
[pixel shader todo]
struct s
{
float3 a;
};
struct s2
{
float4x4 f1, f2, f3;
};
RasterizerOrderedStructuredBuffer<float4> u : register(u2);
RasterizerOrderedStructuredBuffer<float> u1;
RasterizerOrderedStructuredBuffer<float2x2> u2;
RasterizerOrderedStructuredBuffer<struct s> u3;
RasterizerOrderedStructuredBuffer<float4x4> u4;
RasterizerOrderedStructuredBuffer<struct s2> u5;
float4 main() : sv_target1
{
u[0] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% Array type
[pixel shader]
typedef float arr[2];
RWStructuredBuffer<arr> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader]
typedef float arr[2];
RasterizerOrderedStructuredBuffer<arr> u;
float4 main() : sv_target1
{
return 0;
}
% Object types
[pixel shader fail(sm<6)]
RWStructuredBuffer<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RWStructuredBuffer<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail(sm<6)]
RasterizerOrderedStructuredBuffer<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RasterizerOrderedStructuredBuffer<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader todo]
struct apple
{
float3 a, x;
};
RWStructuredBuffer<apple> u;
float4 main() : sv_target
{
u[0].x = float3(30.0, 40.0, 50.0);
return 0;
}