vkd3d/tests/hlsl/nointerpolation.shader_test

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[require]
shader model >= 4.0
[input layout]
0 r32g32b32a32 float texcoord
[vb 0]
0.0 1.0 0.0 1.0
1.0 0.0 0.0 1.0
0.0 0.0 1.0 1.0
[vertex shader]
void main(uint id : sv_vertexid, nointerpolation inout float4 t : texcoord, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader]
float4 main(nointerpolation float4 t : texcoord) : sv_target
{
return t;
}
[test]
todo(glsl) draw triangle list 3
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
float4 main(ps_input input) : sv_target
{
return input.t;
}
[test]
todo(glsl) draw triangle list 3
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader]
struct ps_input
{
float4 t : texcoord;
};
float4 main(nointerpolation ps_input input) : sv_target
{
return input.t;
}
[test]
todo(glsl) draw triangle list 3
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
float4 main(centroid ps_input input) : sv_target
{
return input.t;
}
[test]
todo(glsl) draw triangle list 3
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader]
struct ps_input
{
centroid float4 t : texcoord;
};
float4 main(nointerpolation ps_input input) : sv_target
{
return input.t;
}
[require]
shader model >= 4.0
shader model < 6.0
[test]
todo(glsl) draw triangle list 3
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
% Centroid for SM 6.
[require]
shader model >= 6.0
[test]
draw triangle list 3
probe (320,240) rgba (0.250390589, 0.499088615, 0.250520796, 1.0) 4
[require]
shader model >= 4.0
[vertex shader fail todo]
struct ps_input
{
nointerpolation centroid float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout centroid ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}