vkd3d/tests/hlsl/gather-offset.shader_test

118 lines
1.8 KiB
Plaintext
Raw Normal View History

[require]
shader model >= 4.1
[sampler 0]
filter linear linear linear
address clamp clamp clamp
[srv 0]
size (2d, 3, 3)
0.0 0.0 0.0 0.4 0.1 0.0 0.5 0.0 0.2 0.0 0.0 0.4
0.0 0.1 0.5 0.0 0.1 0.1 0.0 0.4 0.2 0.1 0.5 0.0
0.0 0.2 0.0 0.4 0.1 0.2 0.5 0.0 0.2 0.2 0.0 0.4
[pixel shader]
sampler s;
Texture2D t;
float4 main() : sv_target
{
return t.Gather(s, float2(0.2, 0.2), int2(1, 0));
}
[test]
todo(glsl | msl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)
[pixel shader]
sampler s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherRed(s, float2(0.6, 0.6), int2(-1, 0));
}
[test]
todo(glsl | msl) draw quad
probe (0, 0) rgba (0.0, 0.1, 0.1, 0.0)
[require]
shader model >= 5.0
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherGreen(s, float2(0.2, 0.2), int2(0, 1));
}
[test]
todo(glsl | msl) draw quad
probe (0, 0) rgba (0.2, 0.2, 0.1, 0.1)
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherGreen(s, float2(0.8, 0.8), int2(-1, -1));
}
[test]
todo(glsl | msl) draw quad
probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0)
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherBlue(s, float2(0.2, 0.8), int2(1, 0));
}
[test]
todo(glsl | msl) draw quad
probe (0, 0) rgba (0.5, 0.0, 0.5, 0.0)
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherAlpha(s, float2(0.2, 0.8), int2(0, -1));
}
[test]
todo(glsl | msl) draw quad
probe (0, 0) rgba (0.0, 0.4, 0.0, 0.4)
[pixel shader]
sampler s;
Texture2D t;
uniform int2 offset;
float4 main() : sv_target
{
return t.Gather(s, float2(0.2, 0.2), offset);
}
[test]
uniform 0 int4 1 0 0 0
todo(msl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)