vkd3d/tests/hlsl/sampler.shader_test

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[sampler 0]
filter linear linear linear
address clamp clamp clamp
[srv 0]
size (2d, 2, 2)
0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
0.0 0.0 0.0 0.0 1.0 0.0 1.0 0.0
[pixel shader todo(sm<4)]
sampler s;
Texture2D t;
float4 main() : sv_target
{
return t.Sample(s, float2(0.5, 0.5));
}
[test]
todo(sm<4 | glsl) draw quad
probe all rgba (0.25, 0, 0.25, 0)
[pixel shader todo(sm<4)]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.Sample(s, float2(0.5, 0.5));
}
[test]
todo(sm<4 | glsl) draw quad
probe all rgba (0.25, 0, 0.25, 0)
[pixel shader fail]
sampler2D s;
float4 main() : sv_target
{
return tex3D(s, float3(0.0, 0.0, 0.0));
}
[pixel shader fail]
sampler s;
float4 main() : sv_target
{
return tex2D(s, float2(0.0, 0.0)) + tex3D(s, float3(0.0, 0.0, 0.0));
}
[require]
options: backcompat
[pixel shader fail(sm>=6)]
samplerCUBE s;
float4 main() : sv_target
{
return texCUBE(s, float3(0.0, 0.0, 0.0));
}
[pixel shader fail(sm>=6)]
sampler1D s;
float4 main() : sv_target
{
return tex1D(s, 0.0);
}