vkd3d/tests/hlsl/tessellation-patch-vars.shader_test

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[require]
shader model >= 5.0
[vertex shader]
struct data
{
float4 position : SV_Position;
float3 color : COLOR;
float3 zero : ZERO;
};
void main(uint id : SV_VertexID, out data output)
{
float2 coords = float2((id << 1) & 2, id & 2);
output.position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
output.color = float3(0.0, 1.0, 0.5);
output.zero = float3(0.0, 0.0, 0.0);
}
[hull shader todo]
struct vsdata
{
float4 position : SV_Position;
float3 color : COLOR;
float3 zero : ZERO;
};
struct data
{
float4 position : SV_Position;
};
struct patch_constant_data
{
float edges[3] : SV_TessFactor;
float3 color : COLOR; // This will be placed in o0.yzw, with edges[0] in o0.x.
float inside : SV_InsideTessFactor;
};
void patch_constant(InputPatch<vsdata, 3> input, out patch_constant_data output)
{
output.edges[0] = output.edges[1] = output.edges[2] = 1.0f;
output.inside = 1.0f;
// dot(...) prevents the MS HLSL compiler from splitting this into three
// separate fork phases. We need one phase that writes to o0.yzw to verify
// that things still work when writing to an output that starts in
// component 1.
output.color = input[0].color + dot(input[0].zero, input[1].zero);
}
[domain("tri")]
[outputcontrolpoints(3)]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[patchconstantfunc("patch_constant")]
data main(InputPatch<vsdata, 3> input, uint i : SV_OutputControlPointID)
{
data o;
o.position = input[i].position;
return o;
}
[domain shader todo]
struct hsdata
{
float4 position : SV_Position;
};
struct data
{
float4 position : SV_Position;
float3 color : COLOR;
};
struct patch_constant_data
{
float edges[3] : SV_TessFactor;
float3 color : COLOR;
float inside : SV_InsideTessFactor;
};
[domain("tri")]
void main(patch_constant_data input,
float3 tess_coord : SV_DomainLocation,
const OutputPatch<hsdata, 3> patch,
out data output)
{
output.position = tess_coord.x * patch[0].position
+ tess_coord.y * patch[1].position
+ tess_coord.z * patch[2].position;
output.color = input.color;
}
[pixel shader]
struct data
{
float4 position : SV_Position;
float3 color : COLOR;
};
float4 main(data input) : sv_target
{
return float4(input.color, 1.0);
}
[test]
todo(sm<6) draw 3 control point patch list 3
todo(mvk) probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.5, 1.0)