vkd3d/tests/hlsl/register-reservations-resources.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

246 lines
3.7 KiB
Plaintext

[require]
shader model >= 4.0
[srv 0]
size (2d, 1, 1)
0.0 0.0 0.0 99.0
[srv 1]
size (2d, 1, 1)
1.0 1.0 1.0 99.0
[srv 2]
size (2d, 1, 1)
2.0 2.0 2.0 99.0
[srv 3]
size (2d, 1, 1)
3.0 3.0 3.0 99.0
[srv 4]
size (2d, 1, 1)
4.0 4.0 4.0 99.0
% If a single component in a texture array is used, all registers are reserved.
[pixel shader]
Texture2D partially_used[2][2];
Texture2D tex;
float4 main() : sv_target
{
return 10 * tex.Load(int3(0, 0, 0)) + partially_used[0][1].Load(int3(0, 0, 0));
}
[test]
draw quad
probe all rgba (41.0, 41.0, 41.0, 1089.0)
% If no component in a texture array is used, and it doesn't have a register reservation, no
% register is reserved.
[pixel shader]
Texture2D unused[4];
Texture2D tex;
float4 main() : sv_target
{
return tex.Load(int3(0, 0, 0));
}
[test]
draw quad
probe all rgba (0.0, 0.0, 0.0, 99.0)
% Register reservations force to reserve all the resource registers. Even if unused.
[pixel shader]
Texture2D unused : register(t0);
Texture2D tex;
float4 main() : sv_target
{
return tex.Load(int3(0, 0, 0));
}
[test]
draw quad
probe all rgba (1.0, 1.0, 1.0, 99.0)
% Register reservation with incorrect register type.
[pixel shader]
Texture2D unused : register(s0);
Texture2D tex;
float4 main() : sv_target
{
return tex.Load(int3(0, 0, 0));
}
[require]
shader model >= 4.0
shader model < 6.0
[test]
draw quad
probe all rgba (0.0, 0.0, 0.0, 99.0)
[require]
shader model >= 6.0
[test]
draw quad
probe all rgba (1.0, 1.0, 1.0, 99.0)
[require]
shader model >= 4.0
% Register reservation with incorrect register type.
[pixel shader fail(sm>=6)]
sampler2D unused : register(t0);
Texture2D tex;
float4 main() : sv_target
{
return tex.Load(int3(0, 0, 0));
}
[test]
draw quad
probe all rgba (0.0, 0.0, 0.0, 99.0)
[pixel shader]
Texture2D unused[2][2] : register(t0);
Texture2D tex;
float4 main() : sv_target
{
return tex.Load(int3(0, 0, 0));
}
[test]
draw quad
probe all rgba (4.0, 4.0, 4.0, 99.0)
% Overlapping reservations, both overlapping objects are unused.
[pixel shader]
Texture2D tex1 : register(t0);
Texture2D tex2 : register(t0);
Texture2D tex3;
float4 main() : sv_target
{
return tex3.Load(int3(0, 0, 0));
}
[test]
draw quad
probe all rgba (1.0, 1.0, 1.0, 99.0)
% Overlapping reservations
[pixel shader]
Texture2D tex1 : register(t2);
Texture2D tex2 : register(t2);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
draw quad
probe all rgba (2.0, 2.0, 2.0, 99.0)
[pixel shader]
Texture2D tex1 : register(t2);
Texture2D tex2 : register(t2);
float4 main() : sv_target
{
return tex2.Load(int3(0, 0, 0));
}
[test]
draw quad
probe all rgba (2.0, 2.0, 2.0, 99.0)
[require]
shader model >= 5.0
[srv 0]
size (2d, 2, 2)
0.0 0.0 0.0 99.0
0.0 0.0 0.0 99.0
0.0 0.0 0.0 99.0
0.0 0.0 0.0 99.0
[srv 1]
size (2d, 2, 2)
1.0 1.0 1.0 99.0
1.0 1.0 1.0 99.0
0.0 0.0 0.0 99.0
0.0 0.0 0.0 99.0
[sampler 0]
filter point point point
address clamp clamp clamp
[sampler 1]
filter linear linear linear
address clamp clamp clamp
% If a struct spans many object register sets and one is reserved, all other used object register sets must be.
[pixel shader fail(sm<6) todo]
struct
{
Texture2D tex;
sampler sam;
} foo : register(t1);
float4 main() : sv_target
{
return foo.tex.Sample(foo.sam, float2(0.4, 0));
}
[pixel shader todo]
struct
{
Texture2D tex;
sampler sam;
} foo : register(t1) : register(s1);
float4 main() : sv_target
{
return foo.tex.Sample(foo.sam, float2(0, 0.5));
}
[test]
todo(sm<6) draw quad
todo(sm<6) probe all rgba (0.5, 0.5, 0.5, 99.0)
[pixel shader]
struct
{
Texture2D tex;
sampler sam; // unused.
} foo : register(t1);
float4 main() : sv_target
{
return foo.tex.Load(int3(0, 0, 0));
}
[test]
draw quad
todo(sm<6) probe all rgba (1.0, 1.0, 1.0, 99.0)