@@ -28,6 +28,16 @@ RWStructuredBuffer<int> outputBuffer;
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[format(" rgba8" )] RWTexture3D < float4 > w3D_f32v4;
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[format(" rgba8" )] RWTexture2DArray < float4 > w2DArray_f32v4;
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+ // TEST_INPUT: RWTexture1D(format=B8G8R8A8_UNORM, size=4, content = zero):name w1D_f32_bgra_v4
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+ // TEST_INPUT: RWTexture2D(format=B8G8R8A8_UNORM, size=4, content = zero):name w2D_f32_bgra_v4
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+ // TEST_INPUT: RWTexture3D(format=B8G8R8A8_UNORM, size=4, content = zero):name w3D_f32_bgra_v4
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+ // TEST_INPUT: RWTexture2D(format=B8G8R8A8_UNORM, size=4, content = zero, arrayLength=2):name w2DArray_f32_bgra_v4
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+ // WGSL: var w1D_f32_bgra_v4{{[^:]*}}: texture_storage_1d<bgra8unorm, read_write>
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+ [format(" bgra8" )] RWTexture1D < float4 > w1D_f32_bgra_v4;
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+ [format(" bgra8" )] RWTexture2D < float4 > w2D_f32_bgra_v4;
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+ [format(" bgra8" )] RWTexture3D < float4 > w3D_f32_bgra_v4;
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+ [format(" bgra8" )] RWTexture2DArray < float4 > w2DArray_f32_bgra_v4;
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+
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// i32 types
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// TEST_INPUT: RWTexture1D(format=R32G32_SINT, size=4, content = zero):name w1D_i32v2
@@ -127,6 +137,7 @@ void fragMain()
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bool result = true
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&& TEST_textureStorage_StoreLoad< float2 > (w1D_f32v2, w2D_f32v2, w3D_f32v2, w2DArray_f32v2)
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&& TEST_textureStorage_StoreLoad< float4 > (w1D_f32v4, w2D_f32v4, w3D_f32v4, w2DArray_f32v4)
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+ && TEST_textureStorage_StoreLoad< float4 > (w1D_f32_bgra_v4, w2D_f32_bgra_v4, w3D_f32_bgra_v4, w2DArray_f32_bgra_v4)
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&& TEST_textureStorage_StoreLoad< int32_t2> (w1D_i32v2, w2D_i32v2, w3D_i32v2, w2DArray_i32v2)
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&& TEST_textureStorage_StoreLoad< int32_t4> (w1D_i32v4, w2D_i32v4, w3D_i32v4, w2DArray_i32v4)
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&& TEST_textureStorage_StoreLoad< uint32_t2> (w1D_u32v2, w2D_u32v2, w3D_u32v2, w2DArray_u32v2)
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