diff --git a/test/feedback-noncausal.slang b/test/feedback-noncausal.slang new file mode 100644 index 0000000..d93a2a7 --- /dev/null +++ b/test/feedback-noncausal.slang @@ -0,0 +1,37 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 SourceSize; + vec4 PassOutputSize0; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 1) uniform sampler2D Source; + +// This should intentionally fail to validate in the frontend. +layout(set = 0, binding = 2) uniform sampler2D PassOutput0; + +void main() +{ + vec2 tex = floor(global.PassOutputSize0.xy * vTexCoord); + tex = (tex + 0.5) * global.PassOutputSize0.zw; + + vec3 current = texture(Source, tex).rgb; + vec3 prev = texture(PassOutput0, tex).rgb; + FragColor = vec4(mix(current, prev, 0.8), 1.0); +} diff --git a/test/feedback-noncausal.slangp b/test/feedback-noncausal.slangp new file mode 100644 index 0000000..e5e99a1 --- /dev/null +++ b/test/feedback-noncausal.slangp @@ -0,0 +1,5 @@ +shaders = 1 +shader0 = feedback-noncausal.slang +scale_type0 = source +scale0 = 1.0 +filter_linear0 = false