HLSL: add test coverage for sub-vec4 texture intrinsics
This changes no functional code. There was a bit of a testing hole
in that textures templatized on sub-vec4 types were not being exercised
with any intrinsics. This adds some basic sanity coverage of that case.
diff --git a/Test/hlsl.texture.subvec4.frag b/Test/hlsl.texture.subvec4.frag
new file mode 100644
index 0000000..9e057d5
--- /dev/null
+++ b/Test/hlsl.texture.subvec4.frag
@@ -0,0 +1,41 @@
+
+Texture2DMS <float> g_tTex2dmsf1;
+Texture2DMS <float2> g_tTex2dmsf2;
+Texture2DMS <float3> g_tTex2dmsf3;
+Texture2DMS <float4> g_tTex2dmsf4;
+
+Texture2D <float> g_tTex2df1;
+Texture2D <float2> g_tTex2df2;
+Texture2D <float3> g_tTex2df3;
+Texture2D <float4> g_tTex2df4;
+
+SamplerState g_sSamp;
+
+float4 main()
+{
+ uint MipLevel;
+ uint WidthU;
+ uint HeightU;
+ uint ElementsU;
+ uint DepthU;
+ uint NumberOfLevelsU;
+ uint NumberOfSamplesU;
+
+ g_tTex2dmsf1 . GetDimensions(WidthU, HeightU, NumberOfSamplesU);
+ g_tTex2dmsf2 . GetDimensions(WidthU, HeightU, NumberOfSamplesU);
+ g_tTex2dmsf3 . GetDimensions(WidthU, HeightU, NumberOfSamplesU);
+ g_tTex2dmsf4 . GetDimensions(WidthU, HeightU, NumberOfSamplesU);
+
+ g_tTex2dmsf1 . Load(int2(1,2), 3);
+ g_tTex2dmsf2 . Load(int2(1,2), 3);
+ g_tTex2dmsf3 . Load(int2(1,2), 3);
+ g_tTex2dmsf4 . Load(int2(1,2), 3);
+
+ g_tTex2df1 . Sample(g_sSamp, float2(.1, .2));
+ g_tTex2df2 . Sample(g_sSamp, float2(.1, .2));
+ g_tTex2df3 . Sample(g_sSamp, float2(.1, .2));
+ g_tTex2df4 . Sample(g_sSamp, float2(.1, .2));
+
+ return 0;
+}
+