lib_global.hlsl 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365
  1. // RUN: %dxc -T lib_6_3 -enable-16bit-types -Vd -validator-version 0.0 %s | %D3DReflect %s | FileCheck %s
  2. // Note: validator version 1.5 is required because these tests use
  3. // module disassembly -> reassembly between steps, and type annotations
  4. // compatible with the 1.4 validator does not have usage metadata, so it's lost.
  5. // Make sure CB usage is correct.
  6. #if 0
  7. // CHECK: ID3D12LibraryReflection:
  8. // CHECK-NEXT: D3D12_LIBRARY_DESC:
  9. // CHECK: Flags: 0
  10. // CHECK-NEXT: FunctionCount: 2
  11. // CHECK-NEXT: ID3D12FunctionReflection:
  12. // CHECK-NEXT: D3D12_FUNCTION_DESC: Name: _GLOBAL__sub_I_lib_global.hlsl
  13. // CHECK-NEXT: Shader Version: Library 6.3
  14. // CHECK: Flags: 0
  15. // CHECK-NEXT: ConstantBuffers: 2
  16. // CHECK-NEXT: BoundResources: 2
  17. // CHECK-NEXT: FunctionParameterCount: 0
  18. // CHECK-NEXT: HasReturn: FALSE
  19. // CHECK-NEXT: Constant Buffers:
  20. // CHECK-NEXT: ID3D12ShaderReflectionConstantBuffer:
  21. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: X
  22. // CHECK-NEXT: Type: D3D_CT_CBUFFER
  23. // CHECK-NEXT: Size: 16
  24. // CHECK-NEXT: uFlags: 0
  25. // CHECK-NEXT: Num Variables: 2
  26. // CHECK-NEXT: {
  27. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  28. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: e
  29. // CHECK-NEXT: Size: 2
  30. // CHECK-NEXT: StartOffset: 0
  31. // CHECK-NEXT: uFlags: 0
  32. // CHECK-NEXT: DefaultValue: <nullptr>
  33. // CHECK-NEXT: ID3D12ShaderReflectionType:
  34. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float16_t
  35. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  36. // CHECK-NEXT: Type: D3D_SVT_FLOAT16
  37. // CHECK-NEXT: Elements: 0
  38. // CHECK-NEXT: Rows: 1
  39. // CHECK-NEXT: Columns: 1
  40. // CHECK-NEXT: Members: 0
  41. // CHECK-NEXT: Offset: 0
  42. // CHECK-NEXT: CBuffer: X
  43. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  44. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: f
  45. // CHECK-NEXT: Size: 2
  46. // CHECK-NEXT: StartOffset: 2
  47. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  48. // CHECK-NEXT: DefaultValue: <nullptr>
  49. // CHECK-NEXT: ID3D12ShaderReflectionType:
  50. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float16_t
  51. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  52. // CHECK-NEXT: Type: D3D_SVT_FLOAT16
  53. // CHECK-NEXT: Elements: 0
  54. // CHECK-NEXT: Rows: 1
  55. // CHECK-NEXT: Columns: 1
  56. // CHECK-NEXT: Members: 0
  57. // CHECK-NEXT: Offset: 0
  58. // CHECK-NEXT: CBuffer: X
  59. // CHECK-NEXT: }
  60. // CHECK-NEXT: ID3D12ShaderReflectionConstantBuffer:
  61. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: X
  62. // CHECK-NEXT: Type: D3D_CT_RESOURCE_BIND_INFO
  63. // CHECK-NEXT: Size: 56
  64. // CHECK-NEXT: uFlags: 0
  65. // CHECK-NEXT: Num Variables: 1
  66. // CHECK-NEXT: {
  67. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  68. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: $Element
  69. // CHECK-NEXT: Size: 56
  70. // CHECK-NEXT: StartOffset: 0
  71. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  72. // CHECK-NEXT: DefaultValue: <nullptr>
  73. // CHECK-NEXT: ID3D12ShaderReflectionType:
  74. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: SBStruct
  75. // CHECK-NEXT: Class: D3D_SVC_STRUCT
  76. // CHECK-NEXT: Type: D3D_SVT_VOID
  77. // CHECK-NEXT: Elements: 0
  78. // CHECK-NEXT: Rows: 1
  79. // CHECK-NEXT: Columns: 9
  80. // CHECK-NEXT: Members: 6
  81. // CHECK-NEXT: Offset: 0
  82. // CHECK-NEXT: {
  83. // CHECK-NEXT: ID3D12ShaderReflectionType:
  84. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: uint64_t
  85. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  86. // CHECK-NEXT: Type: D3D_SVT_UINT64
  87. // CHECK-NEXT: Elements: 0
  88. // CHECK-NEXT: Rows: 1
  89. // CHECK-NEXT: Columns: 1
  90. // CHECK-NEXT: Members: 0
  91. // CHECK-NEXT: Offset: 0
  92. // CHECK-NEXT: ID3D12ShaderReflectionType:
  93. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: int64_t
  94. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  95. // CHECK-NEXT: Type: D3D_SVT_INT64
  96. // CHECK-NEXT: Elements: 0
  97. // CHECK-NEXT: Rows: 1
  98. // CHECK-NEXT: Columns: 1
  99. // CHECK-NEXT: Members: 0
  100. // CHECK-NEXT: Offset: 8
  101. // CHECK-NEXT: ID3D12ShaderReflectionType:
  102. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float4
  103. // CHECK-NEXT: Class: D3D_SVC_VECTOR
  104. // CHECK-NEXT: Type: D3D_SVT_FLOAT
  105. // CHECK-NEXT: Elements: 0
  106. // CHECK-NEXT: Rows: 1
  107. // CHECK-NEXT: Columns: 4
  108. // CHECK-NEXT: Members: 0
  109. // CHECK-NEXT: Offset: 16
  110. // CHECK-NEXT: ID3D12ShaderReflectionType:
  111. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: int16_t
  112. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  113. // CHECK-NEXT: Type: D3D_SVT_INT16
  114. // CHECK-NEXT: Elements: 0
  115. // CHECK-NEXT: Rows: 1
  116. // CHECK-NEXT: Columns: 1
  117. // CHECK-NEXT: Members: 0
  118. // CHECK-NEXT: Offset: 32
  119. // CHECK-NEXT: ID3D12ShaderReflectionType:
  120. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: double
  121. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  122. // CHECK-NEXT: Type: D3D_SVT_DOUBLE
  123. // CHECK-NEXT: Elements: 0
  124. // CHECK-NEXT: Rows: 1
  125. // CHECK-NEXT: Columns: 1
  126. // CHECK-NEXT: Members: 0
  127. // CHECK-NEXT: Offset: 40
  128. // CHECK-NEXT: ID3D12ShaderReflectionType:
  129. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: uint16_t
  130. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  131. // CHECK-NEXT: Type: D3D_SVT_UINT16
  132. // CHECK-NEXT: Elements: 0
  133. // CHECK-NEXT: Rows: 1
  134. // CHECK-NEXT: Columns: 1
  135. // CHECK-NEXT: Members: 0
  136. // CHECK-NEXT: Offset: 48
  137. // CHECK-NEXT: }
  138. // CHECK-NEXT: CBuffer: X
  139. // CHECK-NEXT: }
  140. // CHECK-NEXT: Bound Resources:
  141. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: X
  142. // CHECK-NEXT: Type: D3D_SIT_CBUFFER
  143. // CHECK-NEXT: uID: 0
  144. // CHECK-NEXT: BindCount: 1
  145. // CHECK-NEXT: BindPoint: 4294967295
  146. // CHECK-NEXT: Space: 4294967295
  147. // CHECK-NEXT: ReturnType: <unknown: 0>
  148. // CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_UNKNOWN
  149. // CHECK-NEXT: NumSamples (or stride): 0
  150. // CHECK-NEXT: uFlags: (D3D_SIF_USERPACKED)
  151. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: X
  152. // CHECK-NEXT: Type: D3D_SIT_STRUCTURED
  153. // CHECK-NEXT: uID: 1
  154. // CHECK-NEXT: BindCount: 1
  155. // CHECK-NEXT: BindPoint: 4294967295
  156. // CHECK-NEXT: Space: 4294967295
  157. // CHECK-NEXT: ReturnType: D3D_RETURN_TYPE_MIXED
  158. // CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_BUFFER
  159. // CHECK-NEXT: NumSamples (or stride): 56
  160. // CHECK-NEXT: uFlags: 0
  161. // CHECK-NEXT: ID3D12FunctionReflection:
  162. // CHECK-NEXT: D3D12_FUNCTION_DESC: Name: test
  163. // CHECK-NEXT: Shader Version: Pixel 6.3
  164. // CHECK: Flags: 0
  165. // CHECK-NEXT: ConstantBuffers: 2
  166. // CHECK-NEXT: BoundResources: 4
  167. // CHECK-NEXT: FunctionParameterCount: 0
  168. // CHECK-NEXT: HasReturn: FALSE
  169. // CHECK-NEXT: Constant Buffers:
  170. // CHECK-NEXT: ID3D12ShaderReflectionConstantBuffer:
  171. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: X
  172. // CHECK-NEXT: Type: D3D_CT_CBUFFER
  173. // CHECK-NEXT: Size: 16
  174. // CHECK-NEXT: uFlags: 0
  175. // CHECK-NEXT: Num Variables: 2
  176. // CHECK-NEXT: {
  177. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  178. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: e
  179. // CHECK-NEXT: Size: 2
  180. // CHECK-NEXT: StartOffset: 0
  181. // CHECK-NEXT: uFlags: 0
  182. // CHECK-NEXT: DefaultValue: <nullptr>
  183. // CHECK-NEXT: ID3D12ShaderReflectionType:
  184. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float16_t
  185. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  186. // CHECK-NEXT: Type: D3D_SVT_FLOAT16
  187. // CHECK-NEXT: Elements: 0
  188. // CHECK-NEXT: Rows: 1
  189. // CHECK-NEXT: Columns: 1
  190. // CHECK-NEXT: Members: 0
  191. // CHECK-NEXT: Offset: 0
  192. // CHECK-NEXT: CBuffer: X
  193. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  194. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: f
  195. // CHECK-NEXT: Size: 2
  196. // CHECK-NEXT: StartOffset: 2
  197. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  198. // CHECK-NEXT: DefaultValue: <nullptr>
  199. // CHECK-NEXT: ID3D12ShaderReflectionType:
  200. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float16_t
  201. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  202. // CHECK-NEXT: Type: D3D_SVT_FLOAT16
  203. // CHECK-NEXT: Elements: 0
  204. // CHECK-NEXT: Rows: 1
  205. // CHECK-NEXT: Columns: 1
  206. // CHECK-NEXT: Members: 0
  207. // CHECK-NEXT: Offset: 0
  208. // CHECK-NEXT: CBuffer: X
  209. // CHECK-NEXT: }
  210. // CHECK-NEXT: ID3D12ShaderReflectionConstantBuffer:
  211. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: X
  212. // CHECK-NEXT: Type: D3D_CT_RESOURCE_BIND_INFO
  213. // CHECK-NEXT: Size: 56
  214. // CHECK-NEXT: uFlags: 0
  215. // CHECK-NEXT: Num Variables: 1
  216. // CHECK-NEXT: {
  217. // CHECK-NEXT: ID3D12ShaderReflectionVariable:
  218. // CHECK-NEXT: D3D12_SHADER_VARIABLE_DESC: Name: $Element
  219. // CHECK-NEXT: Size: 56
  220. // CHECK-NEXT: StartOffset: 0
  221. // CHECK-NEXT: uFlags: (D3D_SVF_USED)
  222. // CHECK-NEXT: DefaultValue: <nullptr>
  223. // CHECK-NEXT: ID3D12ShaderReflectionType:
  224. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: SBStruct
  225. // CHECK-NEXT: Class: D3D_SVC_STRUCT
  226. // CHECK-NEXT: Type: D3D_SVT_VOID
  227. // CHECK-NEXT: Elements: 0
  228. // CHECK-NEXT: Rows: 1
  229. // CHECK-NEXT: Columns: 9
  230. // CHECK-NEXT: Members: 6
  231. // CHECK-NEXT: Offset: 0
  232. // CHECK-NEXT: {
  233. // CHECK-NEXT: ID3D12ShaderReflectionType:
  234. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: uint64_t
  235. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  236. // CHECK-NEXT: Type: D3D_SVT_UINT64
  237. // CHECK-NEXT: Elements: 0
  238. // CHECK-NEXT: Rows: 1
  239. // CHECK-NEXT: Columns: 1
  240. // CHECK-NEXT: Members: 0
  241. // CHECK-NEXT: Offset: 0
  242. // CHECK-NEXT: ID3D12ShaderReflectionType:
  243. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: int64_t
  244. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  245. // CHECK-NEXT: Type: D3D_SVT_INT64
  246. // CHECK-NEXT: Elements: 0
  247. // CHECK-NEXT: Rows: 1
  248. // CHECK-NEXT: Columns: 1
  249. // CHECK-NEXT: Members: 0
  250. // CHECK-NEXT: Offset: 8
  251. // CHECK-NEXT: ID3D12ShaderReflectionType:
  252. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: float4
  253. // CHECK-NEXT: Class: D3D_SVC_VECTOR
  254. // CHECK-NEXT: Type: D3D_SVT_FLOAT
  255. // CHECK-NEXT: Elements: 0
  256. // CHECK-NEXT: Rows: 1
  257. // CHECK-NEXT: Columns: 4
  258. // CHECK-NEXT: Members: 0
  259. // CHECK-NEXT: Offset: 16
  260. // CHECK-NEXT: ID3D12ShaderReflectionType:
  261. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: int16_t
  262. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  263. // CHECK-NEXT: Type: D3D_SVT_INT16
  264. // CHECK-NEXT: Elements: 0
  265. // CHECK-NEXT: Rows: 1
  266. // CHECK-NEXT: Columns: 1
  267. // CHECK-NEXT: Members: 0
  268. // CHECK-NEXT: Offset: 32
  269. // CHECK-NEXT: ID3D12ShaderReflectionType:
  270. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: double
  271. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  272. // CHECK-NEXT: Type: D3D_SVT_DOUBLE
  273. // CHECK-NEXT: Elements: 0
  274. // CHECK-NEXT: Rows: 1
  275. // CHECK-NEXT: Columns: 1
  276. // CHECK-NEXT: Members: 0
  277. // CHECK-NEXT: Offset: 40
  278. // CHECK-NEXT: ID3D12ShaderReflectionType:
  279. // CHECK-NEXT: D3D12_SHADER_TYPE_DESC: Name: uint16_t
  280. // CHECK-NEXT: Class: D3D_SVC_SCALAR
  281. // CHECK-NEXT: Type: D3D_SVT_UINT16
  282. // CHECK-NEXT: Elements: 0
  283. // CHECK-NEXT: Rows: 1
  284. // CHECK-NEXT: Columns: 1
  285. // CHECK-NEXT: Members: 0
  286. // CHECK-NEXT: Offset: 48
  287. // CHECK-NEXT: }
  288. // CHECK-NEXT: CBuffer: X
  289. // CHECK-NEXT: }
  290. // CHECK-NEXT: Bound Resources:
  291. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: X
  292. // CHECK-NEXT: Type: D3D_SIT_CBUFFER
  293. // CHECK-NEXT: uID: 0
  294. // CHECK-NEXT: BindCount: 1
  295. // CHECK-NEXT: BindPoint: 4294967295
  296. // CHECK-NEXT: Space: 4294967295
  297. // CHECK-NEXT: ReturnType: <unknown: 0>
  298. // CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_UNKNOWN
  299. // CHECK-NEXT: NumSamples (or stride): 0
  300. // CHECK-NEXT: uFlags: (D3D_SIF_USERPACKED)
  301. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: g_samLinear
  302. // CHECK-NEXT: Type: D3D_SIT_SAMPLER
  303. // CHECK-NEXT: uID: 0
  304. // CHECK-NEXT: BindCount: 1
  305. // CHECK-NEXT: BindPoint: 4294967295
  306. // CHECK-NEXT: Space: 4294967295
  307. // CHECK-NEXT: ReturnType: <unknown: 0>
  308. // CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_UNKNOWN
  309. // CHECK-NEXT: NumSamples (or stride): 0
  310. // CHECK-NEXT: uFlags: 0
  311. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: g_txDiffuse
  312. // CHECK-NEXT: Type: D3D_SIT_TEXTURE
  313. // CHECK-NEXT: uID: 0
  314. // CHECK-NEXT: BindCount: 1
  315. // CHECK-NEXT: BindPoint: 4294967295
  316. // CHECK-NEXT: Space: 4294967295
  317. // CHECK-NEXT: ReturnType: D3D_RETURN_TYPE_FLOAT
  318. // CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_TEXTURE2D
  319. // CHECK-NEXT: NumSamples (or stride): 4294967295
  320. // CHECK-NEXT: uFlags: (D3D_SIF_TEXTURE_COMPONENT_0 | D3D_SIF_TEXTURE_COMPONENT_1)
  321. // CHECK-NEXT: D3D12_SHADER_BUFFER_DESC: Name: X
  322. // CHECK-NEXT: Type: D3D_SIT_STRUCTURED
  323. // CHECK-NEXT: uID: 1
  324. // CHECK-NEXT: BindCount: 1
  325. // CHECK-NEXT: BindPoint: 4294967295
  326. // CHECK-NEXT: Space: 4294967295
  327. // CHECK-NEXT: ReturnType: D3D_RETURN_TYPE_MIXED
  328. // CHECK-NEXT: Dimension: D3D_SRV_DIMENSION_BUFFER
  329. // CHECK-NEXT: NumSamples (or stride): 56
  330. // CHECK-NEXT: uFlags: 0
  331. #endif
  332. Texture2D g_txDiffuse;
  333. SamplerState g_samLinear;
  334. struct SBStruct {
  335. uint64_t u64;
  336. int64_t i64;
  337. float4 f4;
  338. int16_t i16;
  339. double d; // Here to test alignment
  340. uint16_t u16;
  341. };
  342. // Note legal name collision with cbuffer X
  343. StructuredBuffer<SBStruct> X;
  344. cbuffer X {
  345. half e, f;
  346. }
  347. static float g[2] = { 1, f + X[0].f4.z };
  348. [shader("pixel")]
  349. float4 test(float2 c : C) : SV_TARGET
  350. {
  351. float4 x = g_txDiffuse.Sample( g_samLinear, c );
  352. return x + g[1] + X[0].f4;
  353. }
  354. void update() {
  355. g[1]++;
  356. }