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tests: Test assigning multisampled textures with different sample counts.
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Notes:
Alexandre Julliard
2023-12-13 23:23:12 +01:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/521
@ -51,3 +51,69 @@ probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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probe (1, 0) rgba (0.6, 0.5, 0.2, 0.1)
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probe (1, 0) rgba (0.6, 0.5, 0.2, 0.1)
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probe (0, 1) rgba (0.5, 0.7, 0.6, 0.8)
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probe (0, 1) rgba (0.5, 0.7, 0.6, 0.8)
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probe (1, 1) rgba (0.8, 0.0, 0.7, 1.0)
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probe (1, 1) rgba (0.8, 0.0, 0.7, 1.0)
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% The sample count only matters for the external definition in SM4-5;
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% internally it doesn't, you can even avoid it
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[require]
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shader model >= 4.0
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shader model < 6.0
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[pixel shader]
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static const int size = 2;
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Texture2DMS<float4, size - 1> t;
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float4 main(float4 pos : sv_position) : sv_target
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{
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Texture2DMS<float4, 4> s = t;
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return s.Load(pos.yx, 0);
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}
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[test]
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draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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probe (1, 0) rgba (0.6, 0.5, 0.2, 0.1)
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probe (0, 1) rgba (0.5, 0.7, 0.6, 0.8)
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probe (1, 1) rgba (0.8, 0.0, 0.7, 1.0)
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[pixel shader todo]
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static const int size = 2;
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Texture2DMS<float4, size - 1> t;
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float4 main(float4 pos : sv_position) : sv_target
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{
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Texture2DMS<float4> s = t;
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return s.Load(pos.yx, 0);
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}
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[test]
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todo draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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probe (1, 0) rgba (0.6, 0.5, 0.2, 0.1)
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probe (0, 1) rgba (0.5, 0.7, 0.6, 0.8)
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probe (1, 1) rgba (0.8, 0.0, 0.7, 1.0)
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% SM6 is stricter instead
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[require]
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shader model >= 6.0
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[pixel shader fail]
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static const int size = 2;
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Texture2DMS<float4, size - 1> t;
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float4 main(float4 pos : sv_position) : sv_target
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{
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Texture2DMS<float4, 4> s = t;
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return s.Load(pos.yx, 0);
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}
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[pixel shader fail]
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static const int size = 2;
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Texture2DMS<float4, size - 1> t;
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float4 main(float4 pos : sv_position) : sv_target
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{
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Texture2DMS<float4> s = t;
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return s.Load(pos.yx, 0);
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}
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