llvm / llvm/offload-test-suite

[SPIRV][DirectX] Add reserved (sparse) texture support

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Dominant language
C++
Stars
18
Forks
39
Avg merge
2d 18h
Merged PRs (30d)
40

Description

Required for testing of sparse texture reads with CheckAccessFullyMapped on Texture2D resources with controllable tile mapping.

Current Status: DirectX supports reserved resources for buffers only. Vulkan queries sparse features but does not use them.

The first step will be to refine the following acceptance criteria for refinement/estimation.

AC:
- [ ] Allow YAML test configuration to specify per-tile mapping (e.g. TileMap: [true, true, false, false])
- [ ] DX: Create sparse texture heap and `UpdateTileMappings()` with per-tile coordinates
- [ ] DX: Handle texture data upload for partially mapped tiles (per-tile-region copies)
- [ ] VK: Enable `sparse[BindingResidencyImage2D]` to create sparse images and bind tiles
- [ ] VK: Enable `shaderResourceResidency` for `CheckAccessFullyMapped`/`OpImageSparseRead`
- [ ] Add independent testing of functionality

Contributor guide

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by refining the listed acceptance criteria against the existing DirectX buffer-only reserved-resource support and Vulkan sparse-feature queries. Define the YAML per-tile mapping shape, per-API resource and upload behavior, and independent tests; done means the DirectX and Vulkan sparse-texture criteria are implemented and tested.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
computer-graphics, testing-qa
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Quiet
Clarity
Mostly clear
Newbie friendliness
35/100

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