vkd3d/tests/hlsl/coverage.shader_test

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[require]
shader model >= 4.1
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[rtv 0]
format r32g32b32a32-float
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size (2dms, 4, 640, 480)
[pixel shader]
float4 main(out uint sample_mask : SV_Coverage) : SV_Target
{
sample_mask = 0x5;
return float4(1.0, 1.0, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
todo(glsl | msl) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
sample mask 0x0b
clear rtv 0 0.0 0.0 0.0 0.0
todo(glsl | msl) draw quad
probe (0, 0) rgba (0.25, 0.25, 0.25, 0.25)
[require]
shader model >= 5.0
format r32-uint uav-load
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[uav 1]
format r32-uint
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size (2d, 4, 4)
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
[pixel shader todo]
RWTexture2D<uint> u : register(u1);
float4 main(float4 position : SV_Position, uint coverage : SV_Coverage) : SV_Target
{
InterlockedOr(u[uint2(position.x, position.y)], coverage);
return float4(0.0, 1.0, 0.0, 1.0);
}
[test]
sample mask 0x01
clear rtv 0 0.0 0.0 0.0 0.0
todo(sm<6) draw quad
probe (0, 0) rgba (0.0, 0.25, 0.0, 0.25)
probe uav 1 (0, 0, 4, 4) rui (0x01)
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sample mask 0x03
todo(sm<6) draw quad
probe (0, 0) rgba (0.0, 0.5, 0.0, 0.5)
probe uav 1 (0, 0, 4, 4) rui (0x03)
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sample mask 0x07
todo(sm<6) draw quad
probe (0, 0) rgba (0.0, 0.75, 0.0, 0.75)
probe uav 1 (0, 0, 4, 4) rui (0x07)
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[uav 1]
format r32-uint
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size (2d, 4, 4)
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
[test]
clear rtv 0 0.0 0.0 0.0 0.0
sample mask 0x09
todo(sm<6) draw quad
probe (0, 0) rgba (0.0, 0.5, 0.0, 0.5)
probe uav 1 (0, 0, 4, 4) rui (0x09)
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sample mask 0x0f
todo(sm<6) draw quad
probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
probe uav 1 (0, 0, 4, 4) rui (0x0f)