vkd3d/tests/hlsl/bool-semantics.shader_test

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[require]
shader model >= 4.0
[input layout]
0 r32g32b32a32-uint apple
0 r32g32-sint sv_position
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[vb 0]
format r32-uint
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0 1 0x80000000 0xffffffff -2 -2
0 1 0x80000000 0xffffffff -2 2
0 1 0x80000000 0xffffffff 2 -2
0 1 0x80000000 0xffffffff 2 2
[vertex shader]
struct input
{
bool4 apple : apple;
int4 pos : sv_position;
};
struct output
{
bool4 apple : apple;
int4 fapple : apple1;
float4 pos : sv_position;
};
void main(in struct input i, out struct output o, uint id : SV_VertexID)
{
o.apple = i.apple;
o.fapple = i.apple;
o.pos = i.pos;
}
[pixel shader]
struct input
{
bool4 apple : apple;
int4 fapple : apple1;
float4 pos : sv_position;
};
float4 main(struct input i) : sv_target
{
return i.apple + i.fapple;
}
[test]
todo(glsl) draw triangle strip 4
probe (0, 0, 640, 480) rgba (0.0, 2.0, 2.0, 2.0)