vkd3d/tests/hlsl/uav-rwtexture.shader_test
Francisco Casas b701f8d393 tests/shader_runner: Explicitly require UAV load support.
The used UAV formats are explicitly added in the [require] section of
every test that uses them.

Some of these tests were failing on Intel UHD graphics 770 because of
missing support for additional UAV load types, explicitly requiring
these formats allows these tests to be skipped.
2024-08-22 16:22:18 +02:00

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[require]
shader model >= 5.0
shader model < 6.0
format r32-float uav-load
format r32g32b32a32-float uav-load
[pixel shader fail]
RWTexture2D<float4> u;
float4 main() : sv_target
{
/* All four components must be written in a single statement. */
u[uint2(0, 0)].xy = float2(1, 2);
u[uint2(0, 0)].zw = float2(3, 4);
return 0;
}
[pixel shader fail]
Texture2D<float4> u;
float4 main() : sv_target
{
/* SRVs are not writable. */
u[uint2(0, 0)].xyzw = float4(1, 2, 3, 4);
return 0;
}
[uav 1]
format r32-float
size (2d, 2, 2)
0.1 0.2
0.3 0.4
[uav 2]
format r32g32b32a32-float
size (2d, 1, 1)
0.5 0.6 0.7 0.8
[pixel shader]
RWTexture2D<float> u;
RWTexture2D<float4> v;
float4 main() : sv_target
{
u[uint2(0, 0)] = 0.5;
u[uint2(0, 1)].x = 0.6;
u[uint2(1, 1)] = 0.7;
v[uint2(0, 0)].yxwz = float4(1, 2, 3, 4);
return 0;
}
[test]
todo(glsl) draw quad
probe uav 1 (0, 0) r (0.5)
probe uav 1 (0, 1) r (0.6)
probe uav 1 (1, 0) r (0.2)
probe uav 1 (1, 1) r (0.7)
probe uav 2 (0, 0) rgba (2.0, 1.0, 4.0, 3.0)
% 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)
[uav 2]
format r32g32b32a32-float
size (2d, 1, 1)
0.1 0.2 0.3 0.4
[pixel shader fail]
RWTexture2D<float4> u : register(u0);
float4 main() : sv_target1
{
u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
return 0;
}
[pixel shader fail]
RWTexture2D<float4> u : register(u1);
float4 main() : sv_target1
{
u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
return 0;
}
[pixel shader]
RWTexture2D<float4> u;
float4 main() : sv_target1
{
u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
return 0;
}
[test]
todo(glsl) draw quad
probe uav 2 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
[uav 3]
format r32g32b32a32-float
size (2d, 1, 1)
0.1 0.2 0.3 0.4
[pixel shader]
RWTexture2D<float4> u : register(u3);
float4 main() : sv_target1
{
u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
return 0;
}
[test]
todo(glsl) draw quad
probe uav 3 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
% Uppercase register set name
[pixel shader]
RWTexture2D<float4> u : register(U3);
float4 main() : sv_target1
{
u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
return 0;
}
[test]
todo(glsl) draw quad
probe uav 3 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
% Test that we can declare and use an array of UAVs.
[uav 2]
format r32g32b32a32-float
size (2d, 1, 1)
0.1 0.2 0.3 0.4
[uav 3]
format r32g32b32a32-float
size (2d, 1, 1)
0.5 0.6 0.7 0.8
[pixel shader]
RWTexture2D<float4> u[2] : register(u2);
float4 main() : sv_target1
{
u[0][uint2(0, 0)] = float4(1.1, 1.2, 1.3, 1.4);
u[1][uint2(0, 0)] = float4(2.1, 2.2, 2.3, 2.4);
return 0;
}
[test]
todo(glsl) draw quad
probe uav 2 (0, 0) rgba (1.1, 1.2, 1.3, 1.4)
probe uav 3 (0, 0) rgba (2.1, 2.2, 2.3, 2.4)
% RWTexture1D types
[pixel shader]
struct s
{
float3 a;
};
RWTexture1D<float4> u : register(u2);
RWTexture1D<float> u1;
RWTexture1D<float2x2> u2;
RWTexture1D<struct s> u3;
float4 main() : sv_target1
{
u[0] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RasterizerOrderedTexture1D types
[pixel shader]
struct s
{
float3 a;
};
RasterizerOrderedTexture1D<float4> u : register(u2);
RasterizerOrderedTexture1D<float> u1;
RasterizerOrderedTexture1D<float2x2> u2;
RasterizerOrderedTexture1D<struct s> u3;
float4 main() : sv_target1
{
u[0] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RWTexture1DArray types
[pixel shader]
struct s
{
float3 a;
};
RWTexture1DArray<float4> u : register(u2);
RWTexture1DArray<float> u1;
RWTexture1DArray<float2x2> u2;
RWTexture1DArray<struct s> u3;
float4 main() : sv_target1
{
u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RasterizerOrderedTexture1DArray types
[pixel shader]
struct s
{
float3 a;
};
RasterizerOrderedTexture1DArray<float4> u : register(u2);
RasterizerOrderedTexture1DArray<float> u1;
RasterizerOrderedTexture1DArray<float2x2> u2;
RasterizerOrderedTexture1DArray<struct s> u3;
float4 main() : sv_target1
{
u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RWTexture2D types
[pixel shader]
struct s
{
float3 a;
};
RWTexture2D<float4> u : register(u2);
RWTexture2D<float> u1;
RWTexture2D<float2x2> u2;
RWTexture2D<struct s> u3;
float4 main() : sv_target1
{
u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RasterizerOrderedTexture2D types
[pixel shader]
struct s
{
float3 a;
};
RasterizerOrderedTexture2D<float4> u : register(u2);
RasterizerOrderedTexture2D<float> u1;
RasterizerOrderedTexture2D<float2x2> u2;
RasterizerOrderedTexture2D<struct s> u3;
float4 main() : sv_target1
{
u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RWTexture2DArray types
[pixel shader]
struct s
{
float3 a;
};
RWTexture2DArray<float4> u : register(u2);
RWTexture2DArray<float> u1;
RWTexture2DArray<float2x2> u2;
RWTexture2DArray<struct s> u3;
float4 main() : sv_target1
{
u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RasterizerOrderedTexture2DArray types
[pixel shader]
struct s
{
float3 a;
};
RasterizerOrderedTexture2DArray<float4> u : register(u2);
RasterizerOrderedTexture2DArray<float> u1;
RasterizerOrderedTexture2DArray<float2x2> u2;
RasterizerOrderedTexture2DArray<struct s> u3;
float4 main() : sv_target1
{
u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RWTexture3D types
[pixel shader]
struct s
{
float3 a;
};
RWTexture3D<float4> u : register(u2);
RWTexture3D<float> u1;
RWTexture3D<float2x2> u2;
RWTexture3D<struct s> u3;
float4 main() : sv_target1
{
u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RasterizerOrderedTexture3D types
[pixel shader]
struct s
{
float3 a;
};
RasterizerOrderedTexture3D<float4> u : register(u2);
RasterizerOrderedTexture3D<float> u1;
RasterizerOrderedTexture3D<float2x2> u2;
RasterizerOrderedTexture3D<struct s> u3;
float4 main() : sv_target1
{
u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
[require]
shader model >= 5.0
% Type is too wide
[pixel shader fail]
struct s
{
float3 a;
float2 b;
};
RWTexture1D<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
float3 a;
float2 b;
};
RWTexture2D<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
float3 a;
float2 b;
};
RWTexture3D<struct s> u;
float4 main() : sv_target1
{
return 0;
}
% Array type
[pixel shader fail]
typedef float arr[2];
RWTexture1D<arr> u;
float4 main() : sv_target1
{
return 0;
}
% Object types
[pixel shader fail]
RWTexture1D<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
RasterizerOrderedTexture1D<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
RWTexture1DArray<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
RasterizerOrderedTexture1DArray<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
RWTexture2D<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
RasterizerOrderedTexture2D<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
RWTexture2DArray<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
RasterizerOrderedTexture2DArray<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
RWTexture3D<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
RasterizerOrderedTexture3D<Texture2D> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RWTexture1D<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RasterizerOrderedTexture1D<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RWTexture1DArray<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RasterizerOrderedTexture1DArray<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RWTexture2D<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RasterizerOrderedTexture2D<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RWTexture2DArray<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RasterizerOrderedTexture2DArray<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RWTexture3D<struct s> u;
float4 main() : sv_target1
{
return 0;
}
[pixel shader fail]
struct s
{
Texture2D t;
};
RasterizerOrderedTexture3D<struct s> u;
float4 main() : sv_target1
{
return 0;
}