vkd3d/tests/hlsl/sample-cmp.shader_test

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[require]
shader model >= 4.0
[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison never
[srv 0]
format r32 float shadow
size (2d, 2, 2)
0.5 0.5
0.5 0.5
[pixel shader]
Texture2D<float> t : register(t0);
SamplerComparisonState s : register(s0);
float4 main() : sv_target
{
float ref = 0.5, delta = 0.00000007;
return float4(
t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref - delta),
t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref),
t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref + delta),
1.0);
}
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)
[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison less
[test]
todo(glsl) draw quad
probe all rgba (1.0, 0.0, 0.0, 1.0)
[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison equal
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 0.0, 1.0)
[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison less equal
[test]
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 0.0, 1.0)
[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison greater
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 1.0, 1.0)
[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison not equal
[test]
todo(glsl) draw quad
probe all rgba (1.0, 0.0, 1.0, 1.0)
[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison greater equal
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison always
[test]
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
[sampler 0]
filter linear linear linear
address clamp clamp clamp
comparison greater
% Non-constant ref
[pixel shader]
Texture2D<float> t : register(t0);
SamplerComparisonState s : register(s0);
float ref, delta;
float4 main() : sv_target
{
return float4(
t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref - delta),
t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref),
t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref + delta),
1.0);
}
[test]
uniform 0 float 0.5
uniform 1 float 0.00000007
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 1.0, 1.0)
[pixel shader]
Texture2D<float> t : register(t0);
SamplerComparisonState s : register(s0);
float ref;
float4 main() : sv_target
{
float delta = 0.00000007;
return float4(
t.SampleCmp(s, float2(0.5, 0.5), ref - delta),
t.SampleCmp(s, float2(0.5, 0.5), 0.5),
t.SampleCmp(s, float2(0.5, 0.5), ref + delta),
1.0);
}
[test]
uniform 0 float 0.5
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 1.0, 1.0)