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DXCompilerTest: run tests for up to the maximum shader model supported by compiler
1 parent 0eac865 commit 61a2efe

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2 files changed

+451
-399
lines changed

2 files changed

+451
-399
lines changed

Graphics/ShaderTools/src/DXCompiler.cpp

Lines changed: 25 additions & 25 deletions
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,5 @@
11
/*
2-
* Copyright 2019-2023 Diligent Graphics LLC
2+
* Copyright 2019-2024 Diligent Graphics LLC
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* Copyright 2015-2019 Egor Yusov
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
@@ -886,21 +886,21 @@ bool DXCompilerImpl::RemapResourceBindings(const TResourceBindingMap& ResourceMa
886886
const Uint32 ShType = D3D12_SHVER_GET_TYPE(ShDesc.Version);
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switch (ShType)
888888
{
889-
// clang-format off
890-
case D3D12_SHVER_PIXEL_SHADER: ShaderType = SHADER_TYPE_PIXEL; break;
891-
case D3D12_SHVER_VERTEX_SHADER: ShaderType = SHADER_TYPE_VERTEX; break;
892-
case D3D12_SHVER_GEOMETRY_SHADER: ShaderType = SHADER_TYPE_GEOMETRY; break;
893-
case D3D12_SHVER_HULL_SHADER: ShaderType = SHADER_TYPE_HULL; break;
894-
case D3D12_SHVER_DOMAIN_SHADER: ShaderType = SHADER_TYPE_DOMAIN; break;
895-
case D3D12_SHVER_COMPUTE_SHADER: ShaderType = SHADER_TYPE_COMPUTE; break;
896-
case 7: ShaderType = SHADER_TYPE_RAY_GEN; break;
897-
case 8: ShaderType = SHADER_TYPE_RAY_INTERSECTION; break;
898-
case 9: ShaderType = SHADER_TYPE_RAY_ANY_HIT; break;
899-
case 10: ShaderType = SHADER_TYPE_RAY_CLOSEST_HIT; break;
900-
case 11: ShaderType = SHADER_TYPE_RAY_MISS; break;
901-
case 12: ShaderType = SHADER_TYPE_CALLABLE; break;
902-
case 13: ShaderType = SHADER_TYPE_MESH; break;
903-
case 14: ShaderType = SHADER_TYPE_AMPLIFICATION; break;
889+
// clang-format off
890+
case D3D12_SHVER_PIXEL_SHADER: ShaderType = SHADER_TYPE_PIXEL; break;
891+
case D3D12_SHVER_VERTEX_SHADER: ShaderType = SHADER_TYPE_VERTEX; break;
892+
case D3D12_SHVER_GEOMETRY_SHADER: ShaderType = SHADER_TYPE_GEOMETRY; break;
893+
case D3D12_SHVER_HULL_SHADER: ShaderType = SHADER_TYPE_HULL; break;
894+
case D3D12_SHVER_DOMAIN_SHADER: ShaderType = SHADER_TYPE_DOMAIN; break;
895+
case D3D12_SHVER_COMPUTE_SHADER: ShaderType = SHADER_TYPE_COMPUTE; break;
896+
case 7: ShaderType = SHADER_TYPE_RAY_GEN; break;
897+
case 8: ShaderType = SHADER_TYPE_RAY_INTERSECTION; break;
898+
case 9: ShaderType = SHADER_TYPE_RAY_ANY_HIT; break;
899+
case 10: ShaderType = SHADER_TYPE_RAY_CLOSEST_HIT; break;
900+
case 11: ShaderType = SHADER_TYPE_RAY_MISS; break;
901+
case 12: ShaderType = SHADER_TYPE_CALLABLE; break;
902+
case 13: ShaderType = SHADER_TYPE_MESH; break;
903+
case 14: ShaderType = SHADER_TYPE_AMPLIFICATION; break;
904904
// clang-format on
905905
default:
906906
UNEXPECTED("Unknown shader type");
@@ -957,15 +957,15 @@ bool DXCompilerImpl::RemapResourceBindings(const TResourceBindingMap& ResourceMa
957957
RES_TYPE ExpectedResType = RES_TYPE_COUNT;
958958
switch (NameAndBinding.second.ResType)
959959
{
960-
// clang-format off
961-
case SHADER_RESOURCE_TYPE_CONSTANT_BUFFER: ExpectedResType = RES_TYPE_CBV; break;
962-
case SHADER_RESOURCE_TYPE_TEXTURE_SRV: ExpectedResType = RES_TYPE_SRV; break;
963-
case SHADER_RESOURCE_TYPE_BUFFER_SRV: ExpectedResType = RES_TYPE_SRV; break;
964-
case SHADER_RESOURCE_TYPE_TEXTURE_UAV: ExpectedResType = RES_TYPE_UAV; break;
965-
case SHADER_RESOURCE_TYPE_BUFFER_UAV: ExpectedResType = RES_TYPE_UAV; break;
966-
case SHADER_RESOURCE_TYPE_SAMPLER: ExpectedResType = RES_TYPE_SAMPLER; break;
967-
case SHADER_RESOURCE_TYPE_INPUT_ATTACHMENT: ExpectedResType = RES_TYPE_SRV; break;
968-
case SHADER_RESOURCE_TYPE_ACCEL_STRUCT: ExpectedResType = RES_TYPE_SRV; break;
960+
// clang-format off
961+
case SHADER_RESOURCE_TYPE_CONSTANT_BUFFER: ExpectedResType = RES_TYPE_CBV; break;
962+
case SHADER_RESOURCE_TYPE_TEXTURE_SRV: ExpectedResType = RES_TYPE_SRV; break;
963+
case SHADER_RESOURCE_TYPE_BUFFER_SRV: ExpectedResType = RES_TYPE_SRV; break;
964+
case SHADER_RESOURCE_TYPE_TEXTURE_UAV: ExpectedResType = RES_TYPE_UAV; break;
965+
case SHADER_RESOURCE_TYPE_BUFFER_UAV: ExpectedResType = RES_TYPE_UAV; break;
966+
case SHADER_RESOURCE_TYPE_SAMPLER: ExpectedResType = RES_TYPE_SAMPLER; break;
967+
case SHADER_RESOURCE_TYPE_INPUT_ATTACHMENT: ExpectedResType = RES_TYPE_SRV; break;
968+
case SHADER_RESOURCE_TYPE_ACCEL_STRUCT: ExpectedResType = RES_TYPE_SRV; break;
969969
// clang-format on
970970
default: UNEXPECTED("Unsupported shader resource type.");
971971
}

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