tests/hlsl: Add a geometry shader test.

This commit is contained in:
Conor McCarthy
2024-04-19 12:33:56 +10:00
committed by Alexandre Julliard
parent e6c802e713
commit 00b0b8d65c
Notes: Alexandre Julliard 2024-05-08 22:50:56 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/805
8 changed files with 179 additions and 8 deletions

View File

@@ -0,0 +1,67 @@
[require]
shader model >= 4.0
[input layout]
0 r32g32b32a32 float SV_POSITION
0 r32g32b32a32 float COLOR
[vb 0]
0.0 0.0 1.0 1.0 0.0 1.0 1.0 1.0
[vertex shader]
struct vs_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
void main(in struct vs_data vs_input, out struct vs_data vs_output)
{
vs_output.pos = vs_input.pos;
vs_output.color = vs_input.color;
}
[geometry shader todo]
struct gs_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
[maxvertexcount(4)]
void main(point struct gs_data vin[1], inout TriangleStream<gs_data> vout)
{
float offset = 0.2 * vin[0].pos.w;
gs_data v;
v.color = vin[0].color;
v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
vout.Append(v);
v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
vout.Append(v);
v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
vout.Append(v);
v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
vout.Append(v);
}
[pixel shader]
struct ps_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
float4 main(struct ps_data ps_input) : SV_Target
{
return ps_input.color;
}
[test]
todo draw point list 1
probe rtv 0 (320, 190) rgba (0.0, 0.0, 0.0, 0.0)
probe rtv 0 (255, 240) rgba (0.0, 0.0, 0.0, 0.0)
probe rtv 0 (320, 240) rgba (0.0, 1.0, 1.0, 1.0)
probe rtv 0 (385, 240) rgba (0.0, 0.0, 0.0, 0.0)
probe rtv 0 (320, 290) rgba (0.0, 0.0, 0.0, 0.0)