test: give native binding fixture valid nonempty buffer descriptors

This commit is contained in:
nmzik
2026-10-14 16:02:33 +02:00
parent 8c7fe539b8
commit aeecc9343a
+8 -1
View File
@@ -13811,7 +13811,7 @@ void TestNewShaderRecompilerNativeBindingPlan() {
using BindingKind = ShaderRecompiler::IR::DescriptorBindingKind;
const uint32_t shader[] = {
EncodeSmem0(0x08, 0, 4),
EncodeSmem0(0x08, 0, 16),
0u, // s_buffer_load_dword s0
EncodeVop1(0x01, 0, 0),
EncodeMubuf0(0x1c, 8),
@@ -13829,6 +13829,13 @@ void TestNewShaderRecompilerNativeBindingPlan() {
auto user_data = ImageTestUserData();
SetImageTestFormat(&user_data, 6, Prospero::BufferFormat::k32UInt);
// Buffers have their own nonempty V# descriptors, disjoint from the T#/S# data.
for (const auto start : {4u, 32u}) {
user_data[start] = 0x1000u + start * 0x100u;
user_data[start + 1u] = 4u << 16u;
user_data[start + 2u] = 0x1000u;
user_data[start + 3u] = 3u << 28u;
}
auto options = MakeCompileOptions(ShaderType::Compute);
options.dump_ir = true;
options.user_data = user_data;