vkd3d/tests/hlsl/texture-ordering.shader_test

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[require]
shader model >= 4.0
shader model < 6.0
[sampler 0]
filter linear linear linear
address clamp clamp clamp
[sampler 1]
filter linear linear linear
address clamp clamp clamp
[sampler 2]
filter linear linear linear
address clamp clamp clamp
[sampler 3]
filter linear linear linear
address clamp clamp clamp
[sampler 4]
filter linear linear linear
address clamp clamp clamp
[sampler 5]
filter linear linear linear
address clamp clamp clamp
[sampler 6]
filter linear linear linear
address clamp clamp clamp
[srv 0]
size (2d, 1, 1)
0.0 0.0 0.0 1.0
[srv 1]
size (2d, 1, 1)
1.0 1.0 1.0 1.0
[srv 2]
size (2d, 1, 1)
2.0 2.0 2.0 1.0
[srv 3]
size (2d, 1, 1)
3.0 3.0 3.0 1.0
[srv 4]
size (2d, 1, 1)
4.0 4.0 4.0 1.0
[srv 5]
size (2d, 1, 1)
5.0 5.0 5.0 1.0
[srv 6]
size (2d, 1, 1)
6.0 6.0 6.0 1.0
[srv 7]
size (2d, 1, 1)
7.0 7.0 7.0 1.0
[srv 8]
size (2d, 1, 1)
8.0 8.0 8.0 1.0
[srv 9]
size (2d, 1, 1)
9.0 9.0 9.0 1.0
% Regarding resource allocation ordering in SM4, textures go in this order:
% 1. Textures created from SM1-style samples, in decreasing "bind count".
% In case there is a tie in the "bind count", the order is given by the order of appearance of
% the tex1D/tex2D/tex3D/texCube calls that create them.
% 2. Regular textures in order of declaration.
%
% Note that the "bind count" should not be confused with the "allocation size".
%
% The "bind count" appears in the RDEF table ("Count" row), and is determined by the last field
% actually used.
% The "allocation size" for textures affects the starting register id for the next resource in the
% table, and may be larger than the "bind count".
[require]
shader model >= 4.0
shader model < 6.0
options: backcompat
[pixel shader]
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// sam_arr_10 sampler NA NA s0 1
// sam_arr_01 sampler NA NA s1 2
// sam_arr_11 sampler NA NA s3 2
// samA sampler NA NA s5 1
// samB sampler NA NA s6 1
// sam_arr_11 texture float4 2d t0 2
// sam_arr_01 texture float4 2d t2 2
// samB texture float4 2d t4 1
// sam_arr_10 texture float4 2d t5 1
// samA texture float4 2d t6 1
// tex texture float4 2d t7 1
// texs texture float4 2d t8 2
Texture2D tex;
Texture2D texs[2];
sampler samA;
sampler samB;
sampler sam_arr_10[2];
sampler sam_arr_01[2];
sampler sam_arr_11[2];
float4 main() : sv_target
{
float4 f = 0, g = 0, h = 0, res;
f += 100 * tex2D(samB, float2(0, 0));
f += 10 * tex2D(sam_arr_10[0], float2(0, 0));
f += 1 * tex2D(sam_arr_11[0], float2(0, 0));
g += 100 * tex2D(sam_arr_11[1], float2(0, 0));
g += 10 * tex2D(sam_arr_01[1], float2(0, 0));
g += 1 * texs[1].Load(int3(0, 0, 0));
h += 100 * texs[0].Load(int3(0, 0, 0));
h += 10 * tex.Load(int3(0, 0, 0));
h += 1 * tex2D(samA, float2(0, 0));
res.x = f.x;
res.y = g.x;
res.z = h.x;
res.w = f.w + g.w + h.w;
return res;
}
[test]
todo(glsl) draw quad
probe all rgba (450, 139, 876, 333)
% Same as the first test, but inverting the declaration order.
% Regarding textures, only the allocation of those that are not created from samplers is affected.
[pixel shader]
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// sam_arr_11 sampler NA NA s0 2
// sam_arr_01 sampler NA NA s2 2
// sam_arr_10 sampler NA NA s4 1
// samB sampler NA NA s5 1
// samA sampler NA NA s6 1
// sam_arr_11 texture float4 2d t0 2
// sam_arr_01 texture float4 2d t2 2
// samB texture float4 2d t4 1
// sam_arr_10 texture float4 2d t5 1
// samA texture float4 2d t6 1
// texs texture float4 2d t7 2
// tex texture float4 2d t9 1
sampler sam_arr_11[2];
sampler sam_arr_01[2];
sampler sam_arr_10[2];
sampler samB;
sampler samA;
Texture2D texs[2];
Texture2D tex;
float4 main() : sv_target
{
float4 f = 0, g = 0, h = 0, res;
f += 100 * tex2D(samB, float2(0, 0));
f += 10 * tex2D(sam_arr_10[0], float2(0, 0));
f += 1 * tex2D(sam_arr_11[0], float2(0, 0));
g += 100 * tex2D(sam_arr_11[1], float2(0, 0));
g += 10 * tex2D(sam_arr_01[1], float2(0, 0));
g += 1 * texs[1].Load(int3(0, 0, 0));
h += 100 * texs[0].Load(int3(0, 0, 0));
h += 10 * tex.Load(int3(0, 0, 0));
h += 1 * tex2D(samA, float2(0, 0));
res.x = f.x;
res.y = g.x;
res.z = h.x;
res.w = f.w + g.w + h.w;
return res;
}
[test]
todo(glsl) draw quad
probe all rgba (450, 138, 796, 333)
% Same as the first test, but inverting the resource loads order.
% Regarding textures, only the allocation of those that are created from samplers is affected.
[pixel shader]
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// sam_arr_10 sampler NA NA s0 1
// sam_arr_01 sampler NA NA s1 2
// sam_arr_11 sampler NA NA s3 2
// samA sampler NA NA s5 1
// samB sampler NA NA s6 1
// sam_arr_01 texture float4 2d t0 2
// sam_arr_11 texture float4 2d t2 2
// samA texture float4 2d t4 1
// sam_arr_10 texture float4 2d t5 1
// samB texture float4 2d t6 1
// tex texture float4 2d t7 1
// texs texture float4 2d t8 2
Texture2D tex;
Texture2D texs[2];
sampler samA;
sampler samB;
sampler sam_arr_10[2];
sampler sam_arr_01[2];
sampler sam_arr_11[2];
float4 main() : sv_target
{
float4 f = 0, g = 0, h = 0, res;
f += 100 * tex2D(samA, float2(0, 0));
f += 10 * tex.Load(int3(0, 0, 0));
f += 1 * texs[0].Load(int3(0, 0, 0));
g += 100 * texs[1].Load(int3(0, 0, 0));
g += 10 * tex2D(sam_arr_01[1], float2(0, 0));
g += 1 * tex2D(sam_arr_11[1], float2(0, 0));
h += 100 * tex2D(sam_arr_11[0], float2(0, 0));
h += 10 * tex2D(sam_arr_10[0], float2(0, 0));
h += 1 * tex2D(samB, float2(0, 0));
res.x = f.x;
res.y = g.x;
res.z = h.x;
res.w = f.w + g.w + h.w;
return res;
}
[test]
todo(glsl) draw quad
probe all rgba (478, 913, 256, 333)
% We can conclude that for declared texture arrays, if they are used, the "allocation size" is the
% whole array.
% On the other hand, for textures generated from samplers. the "allocation size" is the "bind count".
[pixel shader]
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// sam_arr sampler NA NA s0 2
// sam sampler NA NA s2 1
// sam_arr texture float4 2d t0 2
// texs texture float4 2d t2 1
// tex texture float4 2d t5 1
sampler sam;
Texture2D texs[3];
sampler sam_arr[3];
Texture2D tex;
float4 main() : sv_target
{
float4 res = 0;
res += 100 * texs[0].Sample(sam, float2(0, 0));
res += 10 * tex2D(sam_arr[1], float2(0, 0));
res += 1 * tex.Sample(sam, float2(0, 0));
return res;
}
[test]
todo(glsl) draw quad
probe all rgba (215, 215, 215, 111)
% Test that textures created from SM1-style samples allocation order is in decreasing "bind count".
[pixel shader]
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// tex_100 sampler NA NA s0 1
// tex_010 sampler NA NA s1 2
// tex_001 sampler NA NA s3 3
// tex_001 texture float4 2d t0 3
// tex_010 texture float4 2d t3 2
// tex_100 texture float4 2d t5 1
sampler tex_100[3];
sampler tex_010[3];
sampler tex_001[3];
float4 main() : sv_target
{
float4 res;
res.x = tex2D(tex_100[0], float2(0, 0)).x;
res.y = tex2D(tex_010[1], float2(0, 0)).x;
res.z = tex2D(tex_001[2], float2(0, 0)).x;
res.w = 0;
return res;
}
[test]
todo(glsl) draw quad
probe all rgba (5, 4, 2, 0)