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vkd3d/tests/hlsl/semantic-cascading.shader_test

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[require]
shader model >= 4.0
[pixel shader]
float4 main(float4 pos : sv_position, float4 res : RESULT) : sv_target
{
return res;
}
[input layout]
0 r32g32-float POSITION
1 r32-float CASCADE 0
1 r32-float CASCADE 1
1 r32g32-float CASCADE 2
[vb 0]
-1.0 -1.0
-1.0 1.0
1.0 -1.0
1.0 1.0
[vb 1]
0.0 1.0 2.0 2.1
0.0 1.0 2.0 2.1
0.0 1.0 2.0 2.1
0.0 1.0 2.0 2.1
[vertex shader]
struct apple
{
float aa; // Ends up as CASCADE0
float bb; // Ends up as CASCADE1
float2 cc; // Ends up as CASCADE2
};
float4 main(float4 position : position, struct apple ap : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ap.aa, ap.bb, ap.cc);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
draw triangle strip 4
probe (0, 0) f32(0.0, 1.0, 2.0, 2.1)
[input layout]
0 r32g32-float POSITION
1 r32-float CASCADE 0
1 r32-float CASCADE 1
1 r32-float CASCADE 2
1 r32-float CASCADE 3
1 r32-float CASCADE 4
1 r32g32-float CASCADE 5
[vb 1]
0.0 1.0 2.0 3.0 4.0 5.0 5.1
0.0 1.0 2.0 3.0 4.0 5.0 5.1
0.0 1.0 2.0 3.0 4.0 5.0 5.1
0.0 1.0 2.0 3.0 4.0 5.0 5.1
[vertex shader]
struct apple
{
float aa; // Ends up as CASCADE0
float bb[4]; // End up as CASCADE1-4
float2 cc; // Ends up as CASCADE5
};
float4 main(float4 position : position, struct apple ap : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ap.aa, ap.bb[2], ap.cc);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
todo(msl & sm>=6) draw triangle strip 4
probe (0, 0) f32(0.0, 3.0, 5.0, 5.1)
[input layout]
0 r32g32-float POSITION
1 r32g32-float CASCADE 0
1 r32-float CASCADE 1
1 r32g32-float CASCADE 2
1 r32g32-float CASCADE 3
[vb 1]
0.0 0.1 1.0 2.0 2.1 3.0 3.1
0.0 0.1 1.0 2.0 2.1 3.0 3.1
0.0 0.1 1.0 2.0 2.1 3.0 3.1
0.0 0.1 1.0 2.0 2.1 3.0 3.1
% Test nested structs.
[vertex shader]
struct apple
{
float aa; // Gets CASCADE1
float2 bb; // Gets CASCADE2
};
struct banana
{
float2 aa; // Gets CASCADE0
struct apple ap; // Gets CASCADE1-2
float2 cc; // Gets CASCADE3
};
float4 main(float4 position : position, struct banana ba : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ba.aa.y, ba.ap.bb, ba.cc.y);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
draw triangle strip 4
probe (0, 0) f32(0.1, 2.0, 2.1, 3.1)
[input layout]
0 r32g32-float POSITION
1 r32-float CASCADE 0
1 r32-float CASCADE 1
1 r32g32-float CASCADE 2
1 r32-float CASCADE 3
1 r32g32-float CASCADE 4
1 r32-float CASCADE 5
[vb 1]
0.0 1.0 2.0 2.1 3.0 4.0 4.1 5.0
0.0 1.0 2.0 2.1 3.0 4.0 4.1 5.0
0.0 1.0 2.0 2.1 3.0 4.0 4.1 5.0
0.0 1.0 2.0 2.1 3.0 4.0 4.1 5.0
% Test nested struct array.
[vertex shader]
struct apple
{
float aa;
float2 bb;
};
struct banana
{
float dd; // Gets CASCADE0
struct apple ap[2]; // Gets CASCADE1-4
float ee; // Gets CASCADE5
};
float4 main(float4 position : position, struct banana ba : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ba.ap[0].aa, ba.ap[1].bb, ba.ee);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
todo(sm>=6) draw triangle strip 4
probe (0, 0) f32(1.0, 4.0, 4.1, 5.0)
[input layout]
0 r32g32-float POSITION
1 r32-float CASCADE 0
1 r32g32-float CASCADE 1
1 r32-float CASCADE 2
1 r32g32-float CASCADE 3
1 r32-float CASCADE 4
1 r32g32-float CASCADE 5
[vb 1]
0.0 1.0 1.1 2.0 3.0 3.1 4.0 5.0 5.1
0.0 1.0 1.1 2.0 3.0 3.1 4.0 5.0 5.1
0.0 1.0 1.1 2.0 3.0 3.1 4.0 5.0 5.1
0.0 1.0 1.1 2.0 3.0 3.1 4.0 5.0 5.1
% Test array. The semantic indexes of each array element don't overlap.
[vertex shader]
struct apple
{
float aa;
float2 bb;
};
float4 main(float4 position : position, struct apple ap[3] : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ap[0].aa, ap[1].bb, ap[2].aa);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
todo(sm>=6) draw triangle strip 4
probe (0, 0) f32(0.0, 3.0, 3.1, 4.0)
[input layout]
0 r32g32-float POSITION
1 r32-float CASCADE 0
1 r32g32-float CASCADE 1
[vb 1]
0.0 1.0 1.1
0.0 1.0 1.1
0.0 1.0 1.1
0.0 1.0 1.1
% Test for overriding.
[vertex shader]
struct apple
{
float aa;
float2 bb : INPLACE; // Gets overridden by CASCADE1, with a warning.
};
float4 main(float4 position : position, struct apple ap : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ap.aa, ap.bb, 0);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
draw triangle strip 4
todo(opengl) probe (0, 0) f32(0.0, 1.0, 1.1, 0.0)
[input layout]
0 r32g32-float POSITION
1 r32-float CASCADE 0
1 r32-float CASCADE 1
1 r32-float CASCADE 2
[vb 1]
0.0 1.0 2.0
0.0 1.0 2.0
0.0 1.0 2.0
0.0 1.0 2.0
% The outermost semantic overrides all others.
[vertex shader]
struct apple
{
float aa : INPLACE; // Gets CASCADE1
float bb; // Gets CASCADE2
};
struct banana
{
float aa; // Gets CASCADE0
struct apple ap : INPLACE;
};
float4 main(float4 position : position, struct banana ba : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ba.aa, ba.ap.aa, ba.ap.bb, 0);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
draw triangle strip 4
probe (0, 0) f32(0.0, 1.0, 2.0, 0.0)
[input layout]
0 r32g32-float POSITION
1 r32-float INPLACE 0
1 r32-float INPLACE 1
1 r32-float CASCADE 0
1 r32-float CASCADE 1
[vb 1]
100.0 101.0 0.0 1.0
100.0 101.0 0.0 1.0
100.0 101.0 0.0 1.0
100.0 101.0 0.0 1.0
[vertex shader]
struct apple
{
float aa : INPLACE0;
float bb : INPLACE1;
};
float4 main(float4 position : position, struct apple ap1 : CASCADE,
struct apple ap2, out float4 res : RESULT) : sv_position
{
res = float4(ap1.aa, ap1.bb, ap2.aa, ap2.bb);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
draw triangle strip 4
probe (0, 0) f32(0.0, 1.0, 100.0, 101.0)
[input layout]
0 r32g32-float POSITION
1 r32g32b32a32-float SEMA 0
1 r32g32b32a32-float SEMB 0
[vb 1]
40.0 41.0 42.0 43.0 80.0 81.0 82.0 83.0
40.0 41.0 42.0 43.0 80.0 81.0 82.0 83.0
40.0 41.0 42.0 43.0 80.0 81.0 82.0 83.0
40.0 41.0 42.0 43.0 80.0 81.0 82.0 83.0
[vertex shader]
struct apple
{
float4 f : SOMETHING_ELSE;
};
// RESULT on the return value overrides the SOMETHING_ELSE in the struct declaration.
// Note that native only accepts a 4-component float32 vector as output.
struct apple main(in float2 pos : POSITION, in float4 sema : SEMA,
in float4 semb : SEMB, out float4 out_pos : SV_POSITION) : RESULT
{
struct apple res;
out_pos = float4(pos, 1.0, 1.0);
res.f = 100 * sema + semb;
return res;
}
[pixel shader]
// Since the RETURN semantic got allocated before SV_POSITION in the vertex
// shader output, swap the order in the pixel shader.
float4 main(float4 res : RESULT, float4 pos : sv_position) : sv_target
{
return res;
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
draw triangle strip 4
todo(opengl) probe (0, 0) f32(4080.0, 4181.0, 4282.0, 4383.0)
% Test multiple overrides.
[vertex shader]
struct apple
{
float4 f : SOMETHING_ELSE;
};
void main(in float2 pos : POSITION, apple sema : SEMA, apple semb : SEMB,
out apple res : RESULT, out apple out_pos : SV_POSITION)
{
out_pos.f = float4(pos, 1.0, 1.0);
res.f = 100 * semb.f + sema.f;
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
draw triangle strip 4
probe (0, 0) f32(8040.0, 8141.0, 8242.0, 8343.0)
[input layout]
0 r32g32-float POSITION
1 r32g32b32a32-float SEMA 3
1 r32g32b32a32-float SEMA 4
[vb 1]
30.0 31.0 32.0 33.0 40.0 41.0 42.0 43.0
30.0 31.0 32.0 33.0 40.0 41.0 42.0 43.0
30.0 31.0 32.0 33.0 40.0 41.0 42.0 43.0
30.0 31.0 32.0 33.0 40.0 41.0 42.0 43.0
% Test semantic cascading with initial offset.
[vertex shader]
struct apple
{
float4 f : SOMETHING_ELSE; // gets SEMA3
float4 g : OVERRIDDEN2; // gets SEMA4
};
void main(in float2 pos : POSITION, apple ap : SEMA3, out float4 res : RESULT, out float4 out_pos : SV_POSITION)
{
out_pos = float4(pos, 1, 1);
res = float4(ap.f.xy, ap.g.zw);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
draw triangle strip 4
probe (0, 0) f32(30.0, 31.0, 42.0, 43.0)