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Add RT format test.
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28
test/decode-format.slang
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28
test/decode-format.slang
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#version 450
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform usampler2D Source;
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void main()
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{
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vec4 current = unpackUnorm4x8(texture(Source, vTexCoord).r);
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FragColor = current;
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}
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30
test/format.slang
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30
test/format.slang
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#version 450
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#pragma format R32_UINT
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out uint FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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void main()
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{
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vec3 current = texture(Source, vTexCoord).rgb;
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FragColor = packUnorm4x8(0.3 * vec4(current, 1.0));
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}
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7
test/format.slangp
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7
test/format.slangp
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shaders = 2
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shader0 = format.slang
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shader1 = decode-format.slang
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scale_type0 = source
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scale0 = 1.0
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filter_linear0 = false
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filter_linear1 = false
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