Files
clang-p2996/llvm/test/tools/obj2yaml/DXContainer/ShaderFlags.yaml
Chris Bieneman 76fca14750 [NFC] Update DXContainer tests to use fake parts
The tests that are focused on testing the file structure should use
fake part names so that the errors get triggered consistently. As we
add parsing support for known data types and structures under the parts
the parsing errors change to be more semantically accurate.

This change ensures the general errors continue to work with less churn
on the test cases in the future.
2022-12-09 13:16:49 -06:00

88 lines
3.2 KiB
YAML

# RUN: yaml2obj %s | obj2yaml | FileCheck %s
# This test verifies that shader flags are omitted if they are all off.
--- !dxcontainer
Header:
Hash: [ 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0,
0x0, 0x0, 0x0, 0x0, 0x0, 0x0 ]
Version:
Major: 1
Minor: 0
PartCount: 2
Parts:
- Name: SFI0
Size: 8
Flags:
Doubles: true
ComputeShadersPlusRawAndStructuredBuffers: false
UAVsAtEveryStage: true
Max64UAVs: false
MinimumPrecision: true
DX11_1_DoubleExtensions: false
DX11_1_ShaderExtensions: true
LEVEL9ComparisonFiltering: true
TiledResources: false
StencilRef: true
InnerCoverage: true
TypedUAVLoadAdditionalFormats: false
ROVs: false
ViewportAndRTArrayIndexFromAnyShaderFeedingRasterizer: true
WaveOps: false
Int64Ops: false
ViewID: true
Barycentrics: false
NativeLowPrecision: false
ShadingRate: false
Raytracing_Tier_1_1: true
SamplerFeedback: false
AtomicInt64OnTypedResource: false
AtomicInt64OnGroupShared: false
DerivativesInMeshAndAmpShaders: true
ResourceDescriptorHeapIndexing: false
SamplerDescriptorHeapIndexing: false
RESERVED: true
AtomicInt64OnHeapResource: false
AdvancedTextureOps: true
WriteableMSAATextures: false
NextUnusedBit: true
- Name: FKE0
Size: 8
...
# CHECK: Parts:
# CHECK-NEXT: - Name: SFI0
# CHECK-NEXT: Size: 8
# CHECK-NEXT: Flags:
# CHECK-NEXT: Doubles: true
# CHECK-NEXT: ComputeShadersPlusRawAndStructuredBuffers: false
# CHECK-NEXT: UAVsAtEveryStage: true
# CHECK-NEXT: Max64UAVs: false
# CHECK-NEXT: MinimumPrecision: true
# CHECK-NEXT: DX11_1_DoubleExtensions: false
# CHECK-NEXT: DX11_1_ShaderExtensions: true
# CHECK-NEXT: LEVEL9ComparisonFiltering: true
# CHECK-NEXT: TiledResources: false
# CHECK-NEXT: StencilRef: true
# CHECK-NEXT: InnerCoverage: true
# CHECK-NEXT: TypedUAVLoadAdditionalFormats: false
# CHECK-NEXT: ROVs: false
# CHECK-NEXT: ViewportAndRTArrayIndexFromAnyShaderFeedingRasterizer: true
# CHECK-NEXT: WaveOps: false
# CHECK-NEXT: Int64Ops: false
# CHECK-NEXT: ViewID: true
# CHECK-NEXT: Barycentrics: false
# CHECK-NEXT: NativeLowPrecision: false
# CHECK-NEXT: ShadingRate: false
# CHECK-NEXT: Raytracing_Tier_1_1: true
# CHECK-NEXT: SamplerFeedback: false
# CHECK-NEXT: AtomicInt64OnTypedResource: false
# CHECK-NEXT: AtomicInt64OnGroupShared: false
# CHECK-NEXT: DerivativesInMeshAndAmpShaders: true
# CHECK-NEXT: ResourceDescriptorHeapIndexing: false
# CHECK-NEXT: SamplerDescriptorHeapIndexing: false
# CHECK-NEXT: RESERVED: true
# CHECK-NEXT: AtomicInt64OnHeapResource: false
# CHECK-NEXT: AdvancedTextureOps: true
# CHECK-NEXT: WriteableMSAATextures: false
# CHECK-NEXT: NextUnusedBit: true