vkd3d/tests/hlsl/sm6-uav-rwtexture.shader_test
Francisco Casas 19c23ca6f2 tests/shader_runner: Replace spaces with dashes in format names.
Probably good if we want to allow specifying several formats in the same
line, separated by spaces.

While at it, rename "r32g32 int" to "r32g32-sint".
2024-08-22 16:01:37 +02:00

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[require]
shader model >= 6.0
[uav 0]
format r32-float
size (2d, 2, 2)
0.1 0.2
0.3 0.4
[uav 1]
format r32g32b32a32-float
size (2d, 1, 1)
0.5 0.6 0.7 0.8
[pixel shader]
RWTexture2D<float4> u : register(u1);
float4 main() : sv_target
{
/* Unlike SM < 6.0, all four components are not required to be written in a single statement. */
u[uint2(0, 0)].xy = float2(1, 2);
u[uint2(0, 0)].zw = float2(3, 4);
return 0;
}
[test]
draw quad
probe uav 1 (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[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;
}
[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]
draw quad
probe uav 0 (0, 0) r (0.5)
probe uav 0 (0, 1) r (0.6)
probe uav 0 (1, 0) r (0.2)
probe uav 0 (1, 1) r (0.7)
probe uav 1 (0, 0) rgba (2.0, 1.0, 4.0, 3.0)
[uav 2]
format r32g32b32a32-float
size (2d, 1, 1)
0.1 0.2 0.3 0.4
[pixel shader]
RWTexture2D<float4> u : register(u2);
float4 main() : sv_target1
{
u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
return 0;
}
[test]
draw quad
probe uav 2 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
% Uppercase register set name
[pixel shader]
RWTexture2D<float4> u : register(U2);
float4 main() : sv_target1
{
u[uint2(0, 0)] = float4(0.9, 0.8, 0.7, 0.6);
return 0;
}
[test]
draw quad
probe uav 2 (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
% Test that we can declare and use an array of UAVs.
[uav 1]
format r32g32b32a32-float
size (2d, 1, 1)
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<float4> u[2] : register(u1);
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]
draw quad
probe uav 1 (0, 0) rgba (1.1, 1.2, 1.3, 1.4)
probe uav 2 (0, 0) rgba (2.1, 2.2, 2.3, 2.4)
% RWTexture1D types
[pixel shader]
RWTexture1D<float4> u : register(u1);
RWTexture1D<float> u0;
float4 main() : sv_target1
{
u[0] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RWTexture1DArray types
[pixel shader]
RWTexture1DArray<float4> u : register(u1);
RWTexture1DArray<float> u0;
float4 main() : sv_target1
{
u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RWTexture2D types
[pixel shader]
RWTexture2D<float4> u : register(u1);
RWTexture2D<float> u0;
float4 main() : sv_target1
{
u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RWTexture2DArray types
[pixel shader]
RWTexture2DArray<float4> u : register(u1);
RWTexture2DArray<float> u0;
float4 main() : sv_target1
{
u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% RWTexture3D types
[pixel shader]
RWTexture3D<float4> u : register(u1);
RWTexture3D<float> u0;
float4 main() : sv_target1
{
u[int3(0, 0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% Structs are invalid in SM 6.
[pixel shader fail]
struct s
{
float4 a;
};
RWTexture2D<float4> u : register(u1);
RWTexture2D<struct s> u0;
float4 main() : sv_target1
{
u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}
% Matrices are invalid in SM 6.
[pixel shader fail]
RWTexture2D<float4> u : register(u1);
RWTexture2D<float2x2> u0;
float4 main() : sv_target1
{
u[int2(0, 0)] = float4(11.1, 12.2, 13.3, 14.4);
return 0;
}