mirror of
https://gitlab.winehq.org/wine/vkd3d.git
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142 lines
2.9 KiB
Plaintext
142 lines
2.9 KiB
Plaintext
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% Test special "compile" keyword syntax to compile pixel and vertex shaders
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[pixel shader todo]
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float4 fun() : sv_target
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{
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return 0;
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}
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sampler sam
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{
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cat = compile ps_2_0 fun();
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};
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float4 main() : sv_target { return 0; }
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[pixel shader todo]
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float4 fun() : sv_target
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{
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return 0;
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}
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technique
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{
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pass
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{
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cat = compile ps_2_0 fun();
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}
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}
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float4 main() : sv_target { return 0; }
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% Only uniform arguments are expected, even if undefined identifiers are used.
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[pixel shader todo]
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float4 fun(uniform float4 a, float4 b, uniform float4 c) : sv_target
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{
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return a + b + c;
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}
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technique
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{
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pass
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{
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cat = compile ps_2_0 fun(foobar, foobar); // Notice 2 arguments, not 3
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}
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}
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float4 main() : sv_target { return 0; }
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[pixel shader fail(sm<6)]
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float4 fun(uniform float4 a, float4 b, uniform float4 c) : sv_target
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{
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return a + b + c;
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}
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technique
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{
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pass
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{
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// passing 3 arguments here is not valid because the function has only 2 uniforms.
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cat = compile ps_2_0 fun(1, 2, 3);
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}
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}
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float4 main() : sv_target { return 0; }
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% Test the CompileShader() syntax.
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[pixel shader todo fail(sm>=6)]
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float arg1, arg2;
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float4 main_vertex(uniform float a) : sv_position { return a; }
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float4 main(uniform float a) : sv_target { return a; }
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// ^ dxc expects a semantic here.
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PixelShader ps1 = CompileShader(ps_2_0, main(arg2));
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VertexShader vs1 = CompileShader(vs_2_0, main_vertex(arg1));
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technique10 tech1
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{
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pass pass1
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{
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SetVertexShader(vs1);
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SetPixelShader(ps1);
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}
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}
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% Undefined identifiers are not allowed if CompileShader() is used outside a state block.
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[pixel shader fail]
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float4 main(uniform float a) : sv_target { return a; }
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PixelShader ps1 = CompileShader(ps_2_0, main(foobar));
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% But undefined identifiers are allowed if inside a state block.
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[pixel shader todo fail(sm>=6)]
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float4 main_vertex(uniform float a) : sv_position { return a; }
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float4 main(uniform float a) : sv_target { return a; }
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// ^ dxc expects a semantic here.
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technique tech1
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{
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pass pass1
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{
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SetVertexShader(CompileShader(vs_2_0, main_vertex(foo)));
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SetPixelShader(CompileShader(ps_2_0, main(bar)));
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}
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}
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% Again only uniform parameters are expected
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[pixel shader fail]
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float aa, bb;
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float4 main(uniform float a, float b) : sv_target { return a; }
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PixelShader ps1 = CompileShader(ps_2_0, main(aa, bb));
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% Only a set of target profiles are allowed
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[pixel shader fail(sm<6)]
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float4 main() : sv_target { return 0; }
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PixelShader ps1 = CompileShader(ps_6_0, main());
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[pixel shader fail(sm<6)]
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float4 main() : sv_target { return 0; }
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PixelShader ps1 = CompileShader(fs_2_0, main());
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% Shaders cannot be passed around to another variable: "Initializer must be literal expressions.".
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[pixel shader fail(sm<6)]
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float4 main() : sv_target { return 0; }
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PixelShader ps1 = CompileShader(ps_2_0, main());
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PixelShader ps2 = ps1;
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