HLSL: phase 3a: Add sub-vec4 rwtexture formats (qualifier.layoutFormat)
This PR sets the TQualifier layoutFormat according to the HLSL image type. For instance: RWTexture1D <float2> g_tTex1df2; becomes ElfRg32f. Similar on Buffers, e.g, Buffer<float4> mybuffer; The return type for image and buffer loads is now taken from the storage format. Also, the qualifier for the return type is now (properly) a temp, not a global.
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@@ -134,6 +134,7 @@ INSTANTIATE_TEST_CASE_P(
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{"hlsl.load.basic.dx10.frag", "main"},
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{"hlsl.load.basic.dx10.vert", "main"},
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{"hlsl.load.buffer.dx10.frag", "main"},
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{"hlsl.load.buffer.float.dx10.frag", "main"},
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{"hlsl.load.rwbuffer.dx10.frag", "main"},
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{"hlsl.load.rwtexture.dx10.frag", "main"},
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{"hlsl.load.rwtexture.array.dx10.frag", "main"},
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@@ -148,6 +149,8 @@ INSTANTIATE_TEST_CASE_P(
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{"hlsl.precise.frag", "main"},
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{"hlsl.promotions.frag", "main"},
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{"hlsl.rw.bracket.frag", "main"},
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{"hlsl.rw.scalar.bracket.frag", "main"},
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{"hlsl.rw.vec2.bracket.frag", "main"},
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{"hlsl.sample.array.dx10.frag", "main"},
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{"hlsl.sample.basic.dx10.frag", "main"},
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{"hlsl.sample.offset.dx10.frag", "main"},
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