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Enable SampleCmpLevelZero tests and update the results (shader-slang#3677)
Fixes bug shader-slang#3585
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tests/hlsl-intrinsic/texture/texture-intrinsics.slang

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Original file line numberDiff line numberDiff line change
@@ -68,16 +68,17 @@ void computeMain(int3 dispatchThreadID: SV_DispatchThreadID)
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float Object.SampleCmpLevelZero()
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*/
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// NOTE: These are having issues with vulkan (glsl)
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#ifndef VK
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val += t1D.SampleCmpLevelZero(shadowSampler, u, 0);
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val += t2D.SampleCmpLevelZero(shadowSampler, float2(u, u), 0);
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val += t1DArray.SampleCmpLevelZero(shadowSampler, float2(u, u), 0);
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val += tCube.SampleCmpLevelZero(shadowSampler, normalize(float3(u, 1 - u, u)), 0);
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val += t2DArray.SampleCmpLevelZero(shadowSampler, normalize(float3(u, 1 - u, u)), 0);
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val += tCubeArray.SampleCmpLevelZero(shadowSampler, normalize(float4(u, 1-u, u, u)), 0);
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// Offset variant
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val += t1D.SampleCmpLevelZero(shadowSampler, u, 0, 0);
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val += t2D.SampleCmpLevelZero(shadowSampler, float2(u, u), 0, int2(0, 0));
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// TextureCube does not have an offset version of this
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#endif
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/*
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void Object.GetDimensions()
@@ -288,15 +289,15 @@ void computeMain(int3 dispatchThreadID: SV_DispatchThreadID)
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// DX11: 313
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// DX11: 313
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// DX11: 313
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// DX12: 313
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// DX12: 313
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// DX12: 313
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// DX12: 313
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// DX12CS6: 336
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// DX12CS6: 336
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// DX12CS6: 336
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// DX12CS6: 336
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// VK: 331
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// VK: 331
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// VK: 331
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// VK: 331
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// DX12: 316
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// DX12: 316
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// DX12: 316
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// DX12: 316
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// DX12CS6: 339
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// DX12CS6: 339
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// DX12CS6: 339
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// DX12CS6: 339
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// VK: 339
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// VK: 339
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// VK: 339
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// VK: 339

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