tbuffer.hlsl 10 KB

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  1. // RUN: %dxc -E main -T ps_6_0 -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. // row
  13. float f;
  14. // row
  15. half4 h4; // aligned at 32 (12-bytes padding, map to float)
  16. // row
  17. // min16float and min16uint on same row
  18. min16float mf; // 4-bytes at 48
  19. min16uint mu; // 4-bytes at 52
  20. // row (to prevent mixing of min-precision in same register)
  21. uint u; // 4-bytes at 64
  22. // row (to prevent mixing of min-precision in same register)
  23. // spill vector to new row though 16-bit values would fit:
  24. min16int2 mi; // 8-bytes at 80
  25. int2 i2; // 8-bytes at 96 (to complete row)
  26. // row
  27. float a; // 4-bytes on new row
  28. // overall size should be aligned to 16-byte boundary.
  29. // unaligned size = 108
  30. // aligned size = 112
  31. };
  32. float main(int i : A) : SV_TARGET
  33. {
  34. return b + mi.y + a + mf * mu;
  35. }
  36. // CHECK: ID3D12ShaderReflection:
  37. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC:
  38. // CHECK-NEXT: Shader Version: Pixel 6.0
  39. // CHECK: Flags: 0
  40. // CHECK-NEXT: ConstantBuffers: 1
  41. // CHECK-NEXT: BoundResources: 1
  42. // CHECK-NEXT: InputParameters: 1
  43. // CHECK-NEXT: OutputParameters: 1
  44. // CHECK-NEXT: InstructionCount: 26
  45. // CHECK-NEXT: TempArrayCount: 0
  46. // CHECK-NEXT: DynamicFlowControlCount: 0
  47. // CHECK-NEXT: ArrayInstructionCount: 0
  48. // CHECK-NEXT: TextureNormalInstructions: 0
  49. // CHECK-NEXT: TextureLoadInstructions: 5
  50. // CHECK-NEXT: TextureCompInstructions: 0
  51. // CHECK-NEXT: TextureBiasInstructions: 0
  52. // CHECK-NEXT: TextureGradientInstructions: 0
  53. // CHECK-NEXT: FloatInstructionCount: 8
  54. // CHECK-NEXT: IntInstructionCount: 2
  55. // CHECK-NEXT: UintInstructionCount: 0
  56. // CHECK-NEXT: CutInstructionCount: 0
  57. // CHECK-NEXT: EmitInstructionCount: 0
  58. // CHECK-NEXT: cBarrierInstructions: 0
  59. // CHECK-NEXT: cInterlockedInstructions: 0
  60. // CHECK-NEXT: cTextureStoreInstructions: 0
  61. // CHECK-NEXT: Constant Buffers:
  62. // CHECK-NEXT: ID3D12ShaderReflectionConstantBuffer:
  63. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: tb
  64. // CHECK-NEXT: Type: D3D_CT_TBUFFER
  65. // CHECK-NEXT: Size: 112
  66. // CHECK-NEXT: uFlags: 0
  67. // CHECK-NEXT: Num Variables: 10
  68. // CHECK-NEXT: {
  69. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  70. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: b
  71. // CHECK-NEXT: Size: 4
  72. // CHECK-NEXT: StartOffset: 0
  73. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  74. // CHECK-NEXT: DefaultValue: <nullptr>
  75. // CHECK-NEXT: ID3D12ShaderReflectionType:
  76. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float
  77. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  78. // CHECK-NEXT: Type: D3D_SVT_FLOAT
  79. // CHECK-NEXT: Elements: 0
  80. // CHECK-NEXT: Rows: 1
  81. // CHECK-NEXT: Columns: 1
  82. // CHECK-NEXT: Members: 0
  83. // CHECK-NEXT: Offset: 0
  84. // CHECK-NEXT: CBuffer: tb
  85. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  86. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: d
  87. // CHECK-NEXT: Size: 8
  88. // CHECK-NEXT: StartOffset: 8
  89. // CHECK-NEXT: uFlags: 0
  90. // CHECK-NEXT: DefaultValue: <nullptr>
  91. // CHECK-NEXT: ID3D12ShaderReflectionType:
  92. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: double
  93. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  94. // CHECK-NEXT: Type: D3D_SVT_DOUBLE
  95. // CHECK-NEXT: Elements: 0
  96. // CHECK-NEXT: Rows: 1
  97. // CHECK-NEXT: Columns: 1
  98. // CHECK-NEXT: Members: 0
  99. // CHECK-NEXT: Offset: 0
  100. // CHECK-NEXT: CBuffer: tb
  101. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  102. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: f
  103. // CHECK-NEXT: Size: 4
  104. // CHECK-NEXT: StartOffset: 16
  105. // CHECK-NEXT: uFlags: 0
  106. // CHECK-NEXT: DefaultValue: <nullptr>
  107. // CHECK-NEXT: ID3D12ShaderReflectionType:
  108. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float
  109. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  110. // CHECK-NEXT: Type: D3D_SVT_FLOAT
  111. // CHECK-NEXT: Elements: 0
  112. // CHECK-NEXT: Rows: 1
  113. // CHECK-NEXT: Columns: 1
  114. // CHECK-NEXT: Members: 0
  115. // CHECK-NEXT: Offset: 0
  116. // CHECK-NEXT: CBuffer: tb
  117. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  118. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: h4
  119. // CHECK-NEXT: Size: 16
  120. // CHECK-NEXT: StartOffset: 32
  121. // CHECK-NEXT: uFlags: 0
  122. // CHECK-NEXT: DefaultValue: <nullptr>
  123. // CHECK-NEXT: ID3D12ShaderReflectionType:
  124. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float4
  125. // CHECK-NEXT: Class: D3D_SVC_VECTOR
  126. // CHECK-NEXT: Type: D3D_SVT_FLOAT
  127. // CHECK-NEXT: Elements: 0
  128. // CHECK-NEXT: Rows: 1
  129. // CHECK-NEXT: Columns: 4
  130. // CHECK-NEXT: Members: 0
  131. // CHECK-NEXT: Offset: 0
  132. // CHECK-NEXT: CBuffer: tb
  133. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  134. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: mf
  135. // CHECK-NEXT: Size: 4
  136. // CHECK-NEXT: StartOffset: 48
  137. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  138. // CHECK-NEXT: DefaultValue: <nullptr>
  139. // CHECK-NEXT: ID3D12ShaderReflectionType:
  140. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: min16float
  141. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  142. // CHECK-NEXT: Type: D3D_SVT_MIN16FLOAT
  143. // CHECK-NEXT: Elements: 0
  144. // CHECK-NEXT: Rows: 1
  145. // CHECK-NEXT: Columns: 1
  146. // CHECK-NEXT: Members: 0
  147. // CHECK-NEXT: Offset: 0
  148. // CHECK-NEXT: CBuffer: tb
  149. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  150. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: mu
  151. // CHECK-NEXT: Size: 4
  152. // CHECK-NEXT: StartOffset: 52
  153. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  154. // CHECK-NEXT: DefaultValue: <nullptr>
  155. // CHECK-NEXT: ID3D12ShaderReflectionType:
  156. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: min16uint
  157. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  158. // CHECK-NEXT: Type: D3D_SVT_MIN16UINT
  159. // CHECK-NEXT: Elements: 0
  160. // CHECK-NEXT: Rows: 1
  161. // CHECK-NEXT: Columns: 1
  162. // CHECK-NEXT: Members: 0
  163. // CHECK-NEXT: Offset: 0
  164. // CHECK-NEXT: CBuffer: tb
  165. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  166. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: u
  167. // CHECK-NEXT: Size: 4
  168. // CHECK-NEXT: StartOffset: 64
  169. // CHECK-NEXT: uFlags: 0
  170. // CHECK-NEXT: DefaultValue: <nullptr>
  171. // CHECK-NEXT: ID3D12ShaderReflectionType:
  172. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: dword
  173. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  174. // CHECK-NEXT: Type: D3D_SVT_UINT
  175. // CHECK-NEXT: Elements: 0
  176. // CHECK-NEXT: Rows: 1
  177. // CHECK-NEXT: Columns: 1
  178. // CHECK-NEXT: Members: 0
  179. // CHECK-NEXT: Offset: 0
  180. // CHECK-NEXT: CBuffer: tb
  181. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  182. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: mi
  183. // CHECK-NEXT: Size: 8
  184. // CHECK-NEXT: StartOffset: 80
  185. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  186. // CHECK-NEXT: DefaultValue: <nullptr>
  187. // CHECK-NEXT: ID3D12ShaderReflectionType:
  188. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: min16int2
  189. // CHECK-NEXT: Class: D3D_SVC_VECTOR
  190. // CHECK-NEXT: Type: D3D_SVT_MIN16INT
  191. // CHECK-NEXT: Elements: 0
  192. // CHECK-NEXT: Rows: 1
  193. // CHECK-NEXT: Columns: 2
  194. // CHECK-NEXT: Members: 0
  195. // CHECK-NEXT: Offset: 0
  196. // CHECK-NEXT: CBuffer: tb
  197. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  198. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: i2
  199. // CHECK-NEXT: Size: 8
  200. // CHECK-NEXT: StartOffset: 96
  201. // CHECK-NEXT: uFlags: 0
  202. // CHECK-NEXT: DefaultValue: <nullptr>
  203. // CHECK-NEXT: ID3D12ShaderReflectionType:
  204. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: int2
  205. // CHECK-NEXT: Class: D3D_SVC_VECTOR
  206. // CHECK-NEXT: Type: D3D_SVT_INT
  207. // CHECK-NEXT: Elements: 0
  208. // CHECK-NEXT: Rows: 1
  209. // CHECK-NEXT: Columns: 2
  210. // CHECK-NEXT: Members: 0
  211. // CHECK-NEXT: Offset: 0
  212. // CHECK-NEXT: CBuffer: tb
  213. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  214. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: a
  215. // CHECK-NEXT: Size: 4
  216. // CHECK-NEXT: StartOffset: 104
  217. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  218. // CHECK-NEXT: DefaultValue: <nullptr>
  219. // CHECK-NEXT: ID3D12ShaderReflectionType:
  220. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float
  221. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  222. // CHECK-NEXT: Type: D3D_SVT_FLOAT
  223. // CHECK-NEXT: Elements: 0
  224. // CHECK-NEXT: Rows: 1
  225. // CHECK-NEXT: Columns: 1
  226. // CHECK-NEXT: Members: 0
  227. // CHECK-NEXT: Offset: 0
  228. // CHECK-NEXT: CBuffer: tb
  229. // CHECK-NEXT: }
  230. // CHECK-NEXT: Bound Resources:
  231. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: tb
  232. // CHECK-NEXT: Type: D3D_SIT_TBUFFER
  233. // CHECK-NEXT: uID: 0
  234. // CHECK-NEXT: BindCount: 1
  235. // CHECK-NEXT: BindPoint: 1
  236. // CHECK-NEXT: Space: 0
  237. // CHECK-NEXT: ReturnType: <unknown: 0>
  238. // CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_UNKNOWN
  239. // CHECK-NEXT: NumSamples (or stride): 0
  240. // CHECK-NEXT: uFlags: (D3D_SIF_USERPACKED)