tbuffer-16bit.hlsl 13 KB

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  1. // RUN: %dxc -enable-16bit-types -E main -T ps_6_2 -Vd -validator-version 0.0 %s | %D3DReflect %s | FileCheck %s
  2. // -Vd -validator-version 0.0 is used to keep the reflection information
  3. // in the actual module containing the cbuffer/tbuffer usage info.
  4. // This is only necessary for test path at the moment because of the way
  5. // the IR gets into D3DReflect by way of module disassembly and reassembly.
  6. // Otherwise the separate reflection blob would correctly contain the usage information,
  7. // since the metadata there is not gated on the shader target.
  8. tbuffer tb : register(t1)
  9. {
  10. float b;
  11. double d; // aligned at 8 (4-bytes padding)
  12. float f;
  13. half4 h4; // 8-bytes at 20
  14. // spill vector to new row:
  15. float16_t3 f16_3; // 6-bytes at 32 (4-bytes padding)
  16. min16float mf1; // 2-bytes at 38 (must look at shift/trunc to detect use)
  17. uint16_t u16; // 2-bytes at 40
  18. int16_t2 i16; // 4-bytes at 42 (may need to look at multiple extractelement users to detect use of i16.x, if u16 is used)
  19. int i; // 4-bytes at 48 (2-bytes padding)
  20. uint16_t4 u16_4; // 8-bytes at 52
  21. half2 h2; // 4-bytes at 60 (maps to float16_t2, fits in remaining row)
  22. float16_t f16; // 2-bytes at 64
  23. int64_t i64; // 8-bytes at 72 (6-bytes padding)
  24. float16_t f16b; // 2-bytes at 80
  25. // overall size should be aligned to 16-byte boundary.
  26. // unaligned size = 82
  27. // aligned size = 96
  28. };
  29. float main(int i : A) : SV_TARGET
  30. {
  31. return b + mf1 + h2.y + f16_3.z + (float)(d * i64) + u16 * i16.x;
  32. }
  33. // CHECK: ID3D12ShaderReflection:
  34. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC:
  35. // CHECK-NEXT: Shader Version: Pixel 6.2
  36. // CHECK: Flags: 0
  37. // CHECK-NEXT: ConstantBuffers: 1
  38. // CHECK-NEXT: BoundResources: 1
  39. // CHECK-NEXT: InputParameters: 1
  40. // CHECK-NEXT: OutputParameters: 1
  41. // CHECK-NEXT: InstructionCount: 49
  42. // CHECK-NEXT: TempArrayCount: 0
  43. // CHECK-NEXT: DynamicFlowControlCount: 0
  44. // CHECK-NEXT: ArrayInstructionCount: 0
  45. // CHECK-NEXT: TextureNormalInstructions: 0
  46. // CHECK-NEXT: TextureLoadInstructions: 6
  47. // CHECK-NEXT: TextureCompInstructions: 0
  48. // CHECK-NEXT: TextureBiasInstructions: 0
  49. // CHECK-NEXT: TextureGradientInstructions: 0
  50. // CHECK-NEXT: FloatInstructionCount: 12
  51. // CHECK-NEXT: IntInstructionCount: 6
  52. // CHECK-NEXT: UintInstructionCount: 7
  53. // CHECK-NEXT: CutInstructionCount: 0
  54. // CHECK-NEXT: EmitInstructionCount: 0
  55. // CHECK-NEXT: cBarrierInstructions: 0
  56. // CHECK-NEXT: cInterlockedInstructions: 0
  57. // CHECK-NEXT: cTextureStoreInstructions: 0
  58. // CHECK-NEXT: Constant Buffers:
  59. // CHECK-NEXT: ID3D12ShaderReflectionConstantBuffer:
  60. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: tb
  61. // CHECK-NEXT: Type: D3D_CT_TBUFFER
  62. // CHECK-NEXT: Size: 96
  63. // CHECK-NEXT: uFlags: 0
  64. // CHECK-NEXT: Num Variables: 14
  65. // CHECK-NEXT: {
  66. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  67. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: b
  68. // CHECK-NEXT: Size: 4
  69. // CHECK-NEXT: StartOffset: 0
  70. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  71. // CHECK-NEXT: DefaultValue: <nullptr>
  72. // CHECK-NEXT: ID3D12ShaderReflectionType:
  73. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float
  74. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  75. // CHECK-NEXT: Type: D3D_SVT_FLOAT
  76. // CHECK-NEXT: Elements: 0
  77. // CHECK-NEXT: Rows: 1
  78. // CHECK-NEXT: Columns: 1
  79. // CHECK-NEXT: Members: 0
  80. // CHECK-NEXT: Offset: 0
  81. // CHECK-NEXT: CBuffer: tb
  82. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  83. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: d
  84. // CHECK-NEXT: Size: 8
  85. // CHECK-NEXT: StartOffset: 8
  86. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  87. // CHECK-NEXT: DefaultValue: <nullptr>
  88. // CHECK-NEXT: ID3D12ShaderReflectionType:
  89. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: double
  90. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  91. // CHECK-NEXT: Type: D3D_SVT_DOUBLE
  92. // CHECK-NEXT: Elements: 0
  93. // CHECK-NEXT: Rows: 1
  94. // CHECK-NEXT: Columns: 1
  95. // CHECK-NEXT: Members: 0
  96. // CHECK-NEXT: Offset: 0
  97. // CHECK-NEXT: CBuffer: tb
  98. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  99. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: f
  100. // CHECK-NEXT: Size: 4
  101. // CHECK-NEXT: StartOffset: 16
  102. // CHECK-NEXT: uFlags: 0
  103. // CHECK-NEXT: DefaultValue: <nullptr>
  104. // CHECK-NEXT: ID3D12ShaderReflectionType:
  105. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float
  106. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  107. // CHECK-NEXT: Type: D3D_SVT_FLOAT
  108. // CHECK-NEXT: Elements: 0
  109. // CHECK-NEXT: Rows: 1
  110. // CHECK-NEXT: Columns: 1
  111. // CHECK-NEXT: Members: 0
  112. // CHECK-NEXT: Offset: 0
  113. // CHECK-NEXT: CBuffer: tb
  114. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  115. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: h4
  116. // CHECK-NEXT: Size: 8
  117. // CHECK-NEXT: StartOffset: 20
  118. // CHECK-NEXT: uFlags: 0
  119. // CHECK-NEXT: DefaultValue: <nullptr>
  120. // CHECK-NEXT: ID3D12ShaderReflectionType:
  121. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float16_t4
  122. // CHECK-NEXT: Class: D3D_SVC_VECTOR
  123. // CHECK-NEXT: Type: D3D_SVT_FLOAT16
  124. // CHECK-NEXT: Elements: 0
  125. // CHECK-NEXT: Rows: 1
  126. // CHECK-NEXT: Columns: 4
  127. // CHECK-NEXT: Members: 0
  128. // CHECK-NEXT: Offset: 0
  129. // CHECK-NEXT: CBuffer: tb
  130. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  131. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: f16_3
  132. // CHECK-NEXT: Size: 6
  133. // CHECK-NEXT: StartOffset: 32
  134. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  135. // CHECK-NEXT: DefaultValue: <nullptr>
  136. // CHECK-NEXT: ID3D12ShaderReflectionType:
  137. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float16_t3
  138. // CHECK-NEXT: Class: D3D_SVC_VECTOR
  139. // CHECK-NEXT: Type: D3D_SVT_FLOAT16
  140. // CHECK-NEXT: Elements: 0
  141. // CHECK-NEXT: Rows: 1
  142. // CHECK-NEXT: Columns: 3
  143. // CHECK-NEXT: Members: 0
  144. // CHECK-NEXT: Offset: 0
  145. // CHECK-NEXT: CBuffer: tb
  146. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  147. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: mf1
  148. // CHECK-NEXT: Size: 2
  149. // CHECK-NEXT: StartOffset: 38
  150. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  151. // CHECK-NEXT: DefaultValue: <nullptr>
  152. // CHECK-NEXT: ID3D12ShaderReflectionType:
  153. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float16_t
  154. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  155. // CHECK-NEXT: Type: D3D_SVT_FLOAT16
  156. // CHECK-NEXT: Elements: 0
  157. // CHECK-NEXT: Rows: 1
  158. // CHECK-NEXT: Columns: 1
  159. // CHECK-NEXT: Members: 0
  160. // CHECK-NEXT: Offset: 0
  161. // CHECK-NEXT: CBuffer: tb
  162. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  163. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: u16
  164. // CHECK-NEXT: Size: 2
  165. // CHECK-NEXT: StartOffset: 40
  166. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  167. // CHECK-NEXT: DefaultValue: <nullptr>
  168. // CHECK-NEXT: ID3D12ShaderReflectionType:
  169. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: uint16_t
  170. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  171. // CHECK-NEXT: Type: D3D_SVT_UINT16
  172. // CHECK-NEXT: Elements: 0
  173. // CHECK-NEXT: Rows: 1
  174. // CHECK-NEXT: Columns: 1
  175. // CHECK-NEXT: Members: 0
  176. // CHECK-NEXT: Offset: 0
  177. // CHECK-NEXT: CBuffer: tb
  178. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  179. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: i16
  180. // CHECK-NEXT: Size: 4
  181. // CHECK-NEXT: StartOffset: 42
  182. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  183. // CHECK-NEXT: DefaultValue: <nullptr>
  184. // CHECK-NEXT: ID3D12ShaderReflectionType:
  185. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: int16_t2
  186. // CHECK-NEXT: Class: D3D_SVC_VECTOR
  187. // CHECK-NEXT: Type: D3D_SVT_INT16
  188. // CHECK-NEXT: Elements: 0
  189. // CHECK-NEXT: Rows: 1
  190. // CHECK-NEXT: Columns: 2
  191. // CHECK-NEXT: Members: 0
  192. // CHECK-NEXT: Offset: 0
  193. // CHECK-NEXT: CBuffer: tb
  194. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  195. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: i
  196. // CHECK-NEXT: Size: 4
  197. // CHECK-NEXT: StartOffset: 48
  198. // CHECK-NEXT: uFlags: 0
  199. // CHECK-NEXT: DefaultValue: <nullptr>
  200. // CHECK-NEXT: ID3D12ShaderReflectionType:
  201. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: int
  202. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  203. // CHECK-NEXT: Type: D3D_SVT_INT
  204. // CHECK-NEXT: Elements: 0
  205. // CHECK-NEXT: Rows: 1
  206. // CHECK-NEXT: Columns: 1
  207. // CHECK-NEXT: Members: 0
  208. // CHECK-NEXT: Offset: 0
  209. // CHECK-NEXT: CBuffer: tb
  210. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  211. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: u16_4
  212. // CHECK-NEXT: Size: 8
  213. // CHECK-NEXT: StartOffset: 52
  214. // CHECK-NEXT: uFlags: 0
  215. // CHECK-NEXT: DefaultValue: <nullptr>
  216. // CHECK-NEXT: ID3D12ShaderReflectionType:
  217. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: uint16_t4
  218. // CHECK-NEXT: Class: D3D_SVC_VECTOR
  219. // CHECK-NEXT: Type: D3D_SVT_UINT16
  220. // CHECK-NEXT: Elements: 0
  221. // CHECK-NEXT: Rows: 1
  222. // CHECK-NEXT: Columns: 4
  223. // CHECK-NEXT: Members: 0
  224. // CHECK-NEXT: Offset: 0
  225. // CHECK-NEXT: CBuffer: tb
  226. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  227. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: h2
  228. // CHECK-NEXT: Size: 4
  229. // CHECK-NEXT: StartOffset: 60
  230. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  231. // CHECK-NEXT: DefaultValue: <nullptr>
  232. // CHECK-NEXT: ID3D12ShaderReflectionType:
  233. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float16_t2
  234. // CHECK-NEXT: Class: D3D_SVC_VECTOR
  235. // CHECK-NEXT: Type: D3D_SVT_FLOAT16
  236. // CHECK-NEXT: Elements: 0
  237. // CHECK-NEXT: Rows: 1
  238. // CHECK-NEXT: Columns: 2
  239. // CHECK-NEXT: Members: 0
  240. // CHECK-NEXT: Offset: 0
  241. // CHECK-NEXT: CBuffer: tb
  242. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  243. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: f16
  244. // CHECK-NEXT: Size: 2
  245. // CHECK-NEXT: StartOffset: 64
  246. // CHECK-NEXT: uFlags: 0
  247. // CHECK-NEXT: DefaultValue: <nullptr>
  248. // CHECK-NEXT: ID3D12ShaderReflectionType:
  249. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float16_t
  250. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  251. // CHECK-NEXT: Type: D3D_SVT_FLOAT16
  252. // CHECK-NEXT: Elements: 0
  253. // CHECK-NEXT: Rows: 1
  254. // CHECK-NEXT: Columns: 1
  255. // CHECK-NEXT: Members: 0
  256. // CHECK-NEXT: Offset: 0
  257. // CHECK-NEXT: CBuffer: tb
  258. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  259. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: i64
  260. // CHECK-NEXT: Size: 8
  261. // CHECK-NEXT: StartOffset: 72
  262. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  263. // CHECK-NEXT: DefaultValue: <nullptr>
  264. // CHECK-NEXT: ID3D12ShaderReflectionType:
  265. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: int64_t
  266. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  267. // CHECK-NEXT: Type: D3D_SVT_INT64
  268. // CHECK-NEXT: Elements: 0
  269. // CHECK-NEXT: Rows: 1
  270. // CHECK-NEXT: Columns: 1
  271. // CHECK-NEXT: Members: 0
  272. // CHECK-NEXT: Offset: 0
  273. // CHECK-NEXT: CBuffer: tb
  274. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  275. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: f16b
  276. // CHECK-NEXT: Size: 2
  277. // CHECK-NEXT: StartOffset: 80
  278. // CHECK-NEXT: uFlags: 0
  279. // CHECK-NEXT: DefaultValue: <nullptr>
  280. // CHECK-NEXT: ID3D12ShaderReflectionType:
  281. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float16_t
  282. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  283. // CHECK-NEXT: Type: D3D_SVT_FLOAT16
  284. // CHECK-NEXT: Elements: 0
  285. // CHECK-NEXT: Rows: 1
  286. // CHECK-NEXT: Columns: 1
  287. // CHECK-NEXT: Members: 0
  288. // CHECK-NEXT: Offset: 0
  289. // CHECK-NEXT: CBuffer: tb
  290. // CHECK-NEXT: }
  291. // CHECK-NEXT: Bound Resources:
  292. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: tb
  293. // CHECK-NEXT: Type: D3D_SIT_TBUFFER
  294. // CHECK-NEXT: uID: 0
  295. // CHECK-NEXT: BindCount: 1
  296. // CHECK-NEXT: BindPoint: 1
  297. // CHECK-NEXT: Space: 0
  298. // CHECK-NEXT: ReturnType: <unknown: 0>
  299. // CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_UNKNOWN
  300. // CHECK-NEXT: NumSamples (or stride): 0
  301. // CHECK-NEXT: uFlags: (D3D_SIF_USERPACKED)