mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
183 lines
3.3 KiB
Plaintext
183 lines
3.3 KiB
Plaintext
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[pixel shader fail todo]
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Texture2D tex0;
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float4 main(out Texture2D tex : TEXTURE) : sv_target
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{
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return float4(1, 2, 3, 4);
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}
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[pixel shader fail todo]
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struct params
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{
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Texture2D tex : TEXTURE;
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};
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float4 main(inout params x) : sv_target
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{
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return float4(1, 2, 3, 4);
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}
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[require]
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shader model >= 5.0
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[pixel shader todo]
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uniform float global;
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struct apple
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{
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Texture2D tex;
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float4 pos : sv_position;
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};
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float4 main(struct apple input, uniform float param) : sv_target
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{
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return input.tex.Load(int3(0, 0, 0)) + global + param + input.pos;
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}
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[texture 0]
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size (2, 2)
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1.0 1.0 1.0 1.0 0.0 0.0 0.0 1.0
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1.0 1.0 1.0 1.0 0.0 0.0 0.0 1.0
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[texture 1]
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size (2, 2)
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2.0 2.0 2.0 1.0 0.0 0.0 0.0 1.0
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2.0 2.0 2.0 1.0 0.0 0.0 0.0 1.0
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[texture 2]
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size (2, 2)
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3.0 3.0 3.0 1.0 0.0 0.0 0.0 1.0
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3.0 3.0 3.0 1.0 0.0 0.0 0.0 1.0
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[texture 3]
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size (2, 2)
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4.0 4.0 4.0 1.0 0.0 0.0 0.0 1.0
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4.0 4.0 4.0 1.0 0.0 0.0 0.0 1.0
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[texture 4]
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size (2, 2)
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5.0 5.0 5.0 1.0 0.0 0.0 0.0 1.0
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5.0 5.0 5.0 1.0 0.0 0.0 0.0 1.0
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[texture 5]
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size (2, 2)
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6.0 6.0 6.0 1.0 0.0 0.0 0.0 1.0
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6.0 6.0 6.0 1.0 0.0 0.0 0.0 1.0
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 1]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 2]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 3]
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filter point point point
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address clamp clamp clamp
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[sampler 4]
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filter linear linear linear
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address clamp clamp clamp
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[pixel shader todo]
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struct apple
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{
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Texture2D unused; // must reserve t1
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Texture2D tex[3]; // must reserve t2-t4
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Texture2D lone; // must reserve t5
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float4 pos : sv_position;
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};
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Texture2D tex0; // must reserve t0
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sampler sam;
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float4 main(struct apple input) : sv_target
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{
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return 100 * input.tex[1].Sample(sam, float2(0, 0))
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+ 10 * tex0.Sample(sam, float2(0, 0))
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+ input.lone.Sample(sam, float2(0, 0));
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}
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[test]
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todo draw quad
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todo probe all rgba (416.0, 416.0, 416.0, 111.0)
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[pixel shader todo]
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Texture2D tex;
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struct apple
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{
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sampler unused0; // must reserve s0
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sampler sam[3]; // must reserve to s1-s2
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sampler unused1; // doesn't reserve
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};
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float4 main(struct apple input, sampler samp) : sv_target
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{
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// samp must reserve s3
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return float4(tex.Sample(samp, float2(0.3, 0.3)).xy,
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tex.Sample(input.sam[1], float2(0.5, 0.5)).xy);
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}
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[test]
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todo draw quad
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todo probe all rgba (1.0, 1.0, 0.5, 0.5)
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 1]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 2]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 3]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 4]
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filter point point point
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address clamp clamp clamp
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[pixel shader todo]
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Texture2D tex;
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sampler sam0; // must reserve s3
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struct apple
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{
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sampler unused0; // must reserve s0
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sampler sam[3]; // must reserve s1-s2
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sampler unused1; // doesn't reserve
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};
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float4 main(struct apple input, sampler samp) : sv_target
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{
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// samp must reserve s4
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return float4(tex.Sample(sam0, float2(0.5, 0.5)).x, tex.Sample(samp, float2(0.3, 0.3)).x,
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tex.Sample(input.sam[1], float2(0.5, 0.5)).xw);
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}
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[test]
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todo draw quad
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todo probe all rgba (0.5, 1.0, 0.5, 1.0)
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