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test: give native binding fixture valid nonempty buffer descriptors
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@@ -13811,7 +13811,7 @@ void TestNewShaderRecompilerNativeBindingPlan() {
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using BindingKind = ShaderRecompiler::IR::DescriptorBindingKind;
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using BindingKind = ShaderRecompiler::IR::DescriptorBindingKind;
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const uint32_t shader[] = {
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const uint32_t shader[] = {
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EncodeSmem0(0x08, 0, 4),
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EncodeSmem0(0x08, 0, 16),
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0u, // s_buffer_load_dword s0
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0u, // s_buffer_load_dword s0
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EncodeVop1(0x01, 0, 0),
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EncodeVop1(0x01, 0, 0),
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EncodeMubuf0(0x1c, 8),
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EncodeMubuf0(0x1c, 8),
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@@ -13829,6 +13829,13 @@ void TestNewShaderRecompilerNativeBindingPlan() {
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auto user_data = ImageTestUserData();
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auto user_data = ImageTestUserData();
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SetImageTestFormat(&user_data, 6, Prospero::BufferFormat::k32UInt);
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SetImageTestFormat(&user_data, 6, Prospero::BufferFormat::k32UInt);
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// Buffers have their own nonempty V# descriptors, disjoint from the T#/S# data.
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for (const auto start : {4u, 32u}) {
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user_data[start] = 0x1000u + start * 0x100u;
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user_data[start + 1u] = 4u << 16u;
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user_data[start + 2u] = 0x1000u;
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user_data[start + 3u] = 3u << 28u;
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}
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auto options = MakeCompileOptions(ShaderType::Compute);
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auto options = MakeCompileOptions(ShaderType::Compute);
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options.dump_ir = true;
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options.dump_ir = true;
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options.user_data = user_data;
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options.user_data = user_data;
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