1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87
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# 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
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