From: Zebediah Figura zfigura@codeweavers.com
--- tests/hlsl/cbuffer.shader_test | 62 +++++++++++++++++++++++++++++++--- 1 file changed, 58 insertions(+), 4 deletions(-)
diff --git a/tests/hlsl/cbuffer.shader_test b/tests/hlsl/cbuffer.shader_test index 2140e1b88..966346c57 100644 --- a/tests/hlsl/cbuffer.shader_test +++ b/tests/hlsl/cbuffer.shader_test @@ -759,19 +759,71 @@ float4 main() : sv_target return 0; }
-% Using register() alone is not considered manual packing for non-resources. +% register(c#) is ignored and does not count as manual packing. [pixel shader] cbuffer buffer { - float4 foo : register(c0); + float4 foo : register(c1); Texture2D tex; }
+float4 main() : sv_target +{ + return foo; +} + +[test] +uniform 0 float4 1.0 2.0 3.0 4.0 +uniform 4 float4 0.0 0.0 0.0 0.0 +todo(glsl) draw quad +probe all rgba (1.0, 2.0, 3.0, 4.0) + +[pixel shader fail(sm<6)] +cbuffer buffer +{ + float4 foo : register(c1); + Texture2D tex : register(t1); +} + +float4 main() : sv_target +{ + return foo; +} + +% However, valid register reservations count as manual packing even if they +% don't make sense for the given variable. +% sm6 just rejects incorrect reservations. + +[pixel shader fail(sm>=6)] +cbuffer buffer +{ + float4 bar : register(t1); +} + float4 main() : sv_target { return 0; }
+[pixel shader todo fail(sm>=6)] +cbuffer buffer +{ + float4 foo : packoffset(c0); + float4 bar : register(t1); + Texture2D tex : register(s2); +} + +float4 main() : sv_target +{ + return foo + bar; +} + +[test] +uniform 0 float4 1.0 2.0 3.0 4.0 +uniform 4 float4 0.1 0.2 0.3 0.4 +todo draw quad +probe all rgba (1.1, 2.2, 3.3, 4.4) +
[require] shader model >= 5.0 @@ -780,7 +832,7 @@ shader model >= 5.0 size (2d, 1, 1) 0.0 0.0 0.0 0.5
-[pixel shader] +[pixel shader todo] struct apple { float2 a; @@ -792,6 +844,7 @@ cbuffer buffer { float4 foo : packoffset(c3); struct apple bar : packoffset(c1); + struct apple baz : register(u3); }
float4 main() : sv_target @@ -804,5 +857,6 @@ uniform 0 float4 0.0 1.0 2.0 3.0 uniform 4 float4 4.0 5.0 6.0 7.0 uniform 8 float4 8.0 9.0 10.0 11.0 uniform 12 float4 12.0 13.0 14.0 15.0 -todo(glsl) draw quad +uniform 16 float4 16.0 17.0 18.0 19.0 +todo(sm<6) draw quad probe all rgba (124.0, 135.0, 146.0, 150.5)