llvm-project/clang/test/CodeGenHLSL/resources/Texture2D.sample.hlsl
Steven Perron 60556a2ec2
[HLSL] Implement Texture2D type and Sample method in Clang (#177240)
This patch implements the `Texture2D` resource type and its `Sample`
member
function in Clang. It includes the necessary AST and Sema changes to
support
the new type and its built-in methods, as well as CodeGen support for
both
DirectX and SPIR-V targets.

Key changes:
- Added `ResourceDimension` to `HLSLAttributedResourceType` and
`HLSLResourceDimension` attribute.
- Implemented `Texture2D` and `SamplerState` in
`HLSLExternalSemaSource`.
- Added `__builtin_hlsl_resource_sample` and associated Sema checking.
- Updated `DirectXTargetCodeGenInfo` and `CommonSPIRTargetCodeGenInfo`
to handle texture types.
- Added AST, Sema, and CodeGen tests for `Texture2D`.

Part 2 of https://github.com/llvm/llvm-project/issues/175630
2026-01-30 21:44:01 -05:00

91 lines
7.6 KiB
HLSL

// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-library -x hlsl -emit-llvm -disable-llvm-passes -finclude-default-header -o - %s | llvm-cxxfilt | FileCheck %s --check-prefixes=CHECK,DXIL
// RUN: %clang_cc1 -triple spirv-vulkan-library -x hlsl -emit-llvm -disable-llvm-passes -finclude-default-header -o - %s | llvm-cxxfilt | FileCheck %s --check-prefixes=CHECK,SPIRV
// DXIL: %"class.hlsl::Texture2D" = type { target("dx.Texture", <4 x float>, 0, 0, 0, 2) }
// DXIL: %"class.hlsl::SamplerState" = type { target("dx.Sampler", 0) }
// SPIRV: %"class.hlsl::Texture2D" = type { target("spirv.Image", float, 1, 2, 0, 0, 1, 0) }
// SPIRV: %"class.hlsl::SamplerState" = type { target("spirv.Sampler") }
Texture2D<float4> t;
SamplerState s;
// CHECK: define hidden {{.*}} <4 x float> @main(float vector[2])(<2 x float> noundef nofpclass(nan inf) %[[LOC:.*]])
// CHECK: %[[CALL:.*]] = call {{.*}} <4 x float> @hlsl::Texture2D<float vector[4]>::Sample(hlsl::SamplerState, float vector[2])(ptr {{.*}} @t, ptr {{.*}} byval(%"class.hlsl::SamplerState") {{.*}}, <2 x float> {{.*}} %{{.*}})
// CHECK: ret <4 x float> %[[CALL]]
float4 main(float2 loc : LOC) : SV_Target {
return t.Sample(s, loc);
}
// CHECK: define linkonce_odr hidden {{.*}} <4 x float> @hlsl::Texture2D<float vector[4]>::Sample(hlsl::SamplerState, float vector[2])(ptr {{.*}} %[[THIS:[^,]+]], ptr {{.*}} byval(%"class.hlsl::SamplerState") {{.*}} %[[SAMPLER:[^,]+]], <2 x float> {{.*}} %[[COORD:[^)]+]])
// CHECK: %[[THIS_ADDR:.*]] = alloca ptr
// CHECK: %[[COORD_ADDR:.*]] = alloca <2 x float>
// CHECK: store ptr %[[THIS]], ptr %[[THIS_ADDR]]
// CHECK: store <2 x float> %[[COORD]], ptr %[[COORD_ADDR]]
// CHECK: %[[THIS_VAL:.*]] = load ptr, ptr %[[THIS_ADDR]]
// CHECK: %[[HANDLE_GEP:.*]] = getelementptr inbounds nuw %"class.hlsl::Texture2D", ptr %[[THIS_VAL]], i32 0, i32 0
// CHECK: %[[HANDLE:.*]] = load target{{.*}}, ptr %[[HANDLE_GEP]]
// CHECK: %[[SAMPLER_GEP:.*]] = getelementptr inbounds nuw %"class.hlsl::SamplerState", ptr %[[SAMPLER]], i32 0, i32 0
// CHECK: %[[SAMPLER_H:.*]] = load target{{.*}}, ptr %[[SAMPLER_GEP]]
// CHECK: %[[COORD_VAL:.*]] = load <2 x float>, ptr %[[COORD_ADDR]]
// DXIL: %[[RES:.*]] = call {{.*}} <4 x float> @llvm.dx.resource.sample.v4f32.tdx.Texture_v4f32_0_0_0_2t.tdx.Sampler_0t.v2f32.v2i32(target("dx.Texture", <4 x float>, 0, 0, 0, 2) %[[HANDLE]], target("dx.Sampler", 0) %[[SAMPLER_H]], <2 x float> %[[COORD_VAL]], <2 x i32> zeroinitializer)
// SPIRV: %[[RES:.*]] = call {{.*}} <4 x float> @llvm.spv.resource.sample.v4f32.tspirv.Image_f32_1_2_0_0_1_0t.tspirv.Samplert.v2f32.v2i32(target("spirv.Image", float, 1, 2, 0, 0, 1, 0) %[[HANDLE]], target("spirv.Sampler") %[[SAMPLER_H]], <2 x float> %[[COORD_VAL]], <2 x i32> zeroinitializer)
// CHECK: ret <4 x float> %[[RES]]
// CHECK: define hidden {{.*}} <4 x float> @test_offset(float vector[2])(<2 x float> noundef nofpclass(nan inf) %[[LOC:.*]])
// CHECK: %[[CALL:.*]] = call {{.*}} <4 x float> @hlsl::Texture2D<float vector[4]>::Sample(hlsl::SamplerState, float vector[2], int vector[2])(ptr {{.*}} @t, ptr {{.*}} byval(%"class.hlsl::SamplerState") {{.*}}, <2 x float> {{.*}} %{{.*}}, <2 x i32> {{.*}} <i32 1, i32 2>)
// CHECK: ret <4 x float> %[[CALL]]
float4 test_offset(float2 loc : LOC) : SV_Target {
return t.Sample(s, loc, int2(1, 2));
}
// CHECK: define linkonce_odr hidden {{.*}} <4 x float> @hlsl::Texture2D<float vector[4]>::Sample(hlsl::SamplerState, float vector[2], int vector[2])(ptr {{.*}} %[[THIS:[^,]+]], ptr {{.*}} byval(%"class.hlsl::SamplerState") {{.*}} %[[SAMPLER:[^,]+]], <2 x float> {{.*}} %[[COORD:[^,]+]], <2 x i32> {{.*}} %[[OFFSET:[^)]+]])
// CHECK: %[[THIS_ADDR:.*]] = alloca ptr
// CHECK: %[[COORD_ADDR:.*]] = alloca <2 x float>
// CHECK: %[[OFFSET_ADDR:.*]] = alloca <2 x i32>
// CHECK: store ptr %[[THIS]], ptr %[[THIS_ADDR]]
// CHECK: store <2 x float> %[[COORD]], ptr %[[COORD_ADDR]]
// CHECK: store <2 x i32> %[[OFFSET]], ptr %[[OFFSET_ADDR]]
// CHECK: %[[THIS_VAL:.*]] = load ptr, ptr %[[THIS_ADDR]]
// CHECK: %[[HANDLE_GEP:.*]] = getelementptr inbounds nuw %"class.hlsl::Texture2D", ptr %[[THIS_VAL]], i32 0, i32 0
// CHECK: %[[HANDLE:.*]] = load target{{.*}}, ptr %[[HANDLE_GEP]]
// CHECK: %[[SAMPLER_GEP:.*]] = getelementptr inbounds nuw %"class.hlsl::SamplerState", ptr %[[SAMPLER]], i32 0, i32 0
// CHECK: %[[SAMPLER_H:.*]] = load target{{.*}}, ptr %[[SAMPLER_GEP]]
// CHECK: %[[COORD_VAL:.*]] = load <2 x float>, ptr %[[COORD_ADDR]]
// CHECK: %[[OFFSET_VAL:.*]] = load <2 x i32>, ptr %[[OFFSET_ADDR]]
// DXIL: %[[RES:.*]] = call {{.*}} <4 x float> @llvm.dx.resource.sample.v4f32.tdx.Texture_v4f32_0_0_0_2t.tdx.Sampler_0t.v2f32.v2i32(target("dx.Texture", <4 x float>, 0, 0, 0, 2) %[[HANDLE]], target("dx.Sampler", 0) %[[SAMPLER_H]], <2 x float> %[[COORD_VAL]], <2 x i32> %[[OFFSET_VAL]])
// SPIRV: %[[RES:.*]] = call {{.*}} <4 x float> @llvm.spv.resource.sample.v4f32.tspirv.Image_f32_1_2_0_0_1_0t.tspirv.Samplert.v2f32.v2i32(target("spirv.Image", float, 1, 2, 0, 0, 1, 0) %[[HANDLE]], target("spirv.Sampler") %[[SAMPLER_H]], <2 x float> %[[COORD_VAL]], <2 x i32> %[[OFFSET_VAL]])
// CHECK: ret <4 x float> %[[RES]]
// CHECK: define hidden {{.*}} <4 x float> @test_clamp(float vector[2])(<2 x float> noundef nofpclass(nan inf) %[[LOC:.*]])
// CHECK: %[[CALL:.*]] = call {{.*}} <4 x float> @hlsl::Texture2D<float vector[4]>::Sample(hlsl::SamplerState, float vector[2], int vector[2], float)(ptr {{.*}} @t, ptr {{.*}} byval(%"class.hlsl::SamplerState") {{.*}}, <2 x float> {{.*}}, <2 x i32> {{.*}} <i32 1, i32 2>, float {{.*}} 1.000000e+00)
// CHECK: ret <4 x float> %[[CALL]]
float4 test_clamp(float2 loc : LOC) : SV_Target {
return t.Sample(s, loc, int2(1, 2), 1.0f);
}
// CHECK: define linkonce_odr hidden {{.*}} <4 x float> @hlsl::Texture2D<float vector[4]>::Sample(hlsl::SamplerState, float vector[2], int vector[2], float)(ptr {{.*}} %[[THIS:[^,]+]], ptr {{.*}} byval(%"class.hlsl::SamplerState") {{.*}} %[[SAMPLER:[^,]+]], <2 x float> {{.*}} %[[COORD:[^,]+]], <2 x i32> {{.*}} %[[OFFSET:[^,]+]], float {{.*}} %[[CLAMP:[^)]+]])
// CHECK: %[[THIS_ADDR:.*]] = alloca ptr
// CHECK: %[[COORD_ADDR:.*]] = alloca <2 x float>
// CHECK: %[[OFFSET_ADDR:.*]] = alloca <2 x i32>
// CHECK: %[[CLAMP_ADDR:.*]] = alloca float
// CHECK: store ptr %[[THIS]], ptr %[[THIS_ADDR]]
// CHECK: store <2 x float> %[[COORD]], ptr %[[COORD_ADDR]]
// CHECK: store <2 x i32> %[[OFFSET]], ptr %[[OFFSET_ADDR]]
// CHECK: store float %[[CLAMP]], ptr %[[CLAMP_ADDR]]
// CHECK: %[[THIS_VAL:.*]] = load ptr, ptr %[[THIS_ADDR]]
// CHECK: %[[HANDLE_GEP:.*]] = getelementptr inbounds nuw %"class.hlsl::Texture2D", ptr %[[THIS_VAL]], i32 0, i32 0
// CHECK: %[[HANDLE:.*]] = load target{{.*}}, ptr %[[HANDLE_GEP]]
// CHECK: %[[SAMPLER_GEP:.*]] = getelementptr inbounds nuw %"class.hlsl::SamplerState", ptr %[[SAMPLER]], i32 0, i32 0
// CHECK: %[[SAMPLER_H:.*]] = load target{{.*}}, ptr %[[SAMPLER_GEP]]
// CHECK: %[[COORD_VAL:.*]] = load <2 x float>, ptr %[[COORD_ADDR]]
// CHECK: %[[OFFSET_VAL:.*]] = load <2 x i32>, ptr %[[OFFSET_ADDR]]
// CHECK: %[[CLAMP_VAL:.*]] = load float, ptr %[[CLAMP_ADDR]]
// CHECK: %[[CLAMP_CAST:.*]] = fptrunc {{.*}} double {{.*}} to float
// DXIL: %[[RES:.*]] = call {{.*}} <4 x float> @llvm.dx.resource.sample.clamp.v4f32.tdx.Texture_v4f32_0_0_0_2t.tdx.Sampler_0t.v2f32.v2i32(target("dx.Texture", <4 x float>, 0, 0, 0, 2) %[[HANDLE]], target("dx.Sampler", 0) %[[SAMPLER_H]], <2 x float> %[[COORD_VAL]], <2 x i32> %[[OFFSET_VAL]], float %[[CLAMP_CAST]])
// SPIRV: %[[RES:.*]] = call {{.*}} <4 x float> @llvm.spv.resource.sample.clamp.v4f32.tspirv.Image_f32_1_2_0_0_1_0t.tspirv.Samplert.v2f32.v2i32(target("spirv.Image", float, 1, 2, 0, 0, 1, 0) %[[HANDLE]], target("spirv.Sampler") %[[SAMPLER_H]], <2 x float> %[[COORD_VAL]], <2 x i32> %[[OFFSET_VAL]], float %[[CLAMP_CAST]])
// CHECK: ret <4 x float> %[[RES]]