vkd3d/tests/hlsl/object-field-offsets.shader_test

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[require]
shader model >= 5.0
[pixel shader]
struct apple {
float2 a;
Texture2D tex;
sampler sam;
float b;
};
uniform apple ap;
float4 main() : sv_target
{
return float4(ap.a, ap.b, 0);
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 0.0)
[pixel shader]
struct apple {
Texture2D tex;
sampler sam;
};
struct banana {
float2 a;
apple ap;
float b;
};
uniform banana ba;
float4 main() : sv_target
{
return float4(ba.a, ba.b, 0);
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 5.0, 0.0)
[pixel shader]
struct apple {
float2 a;
Texture2D tex[2];
float b;
};
uniform apple ap;
float4 main() : sv_target
{
return float4(ap.a, ap.b, 0);
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 5.0, 0.0)