vkd3d-shader/dxil: Implement DX intrinsic Coverage.

This commit is contained in:
Conor McCarthy
2024-04-04 14:29:57 +10:00
committed by Alexandre Julliard
parent c2a787181f
commit 127bcf90e4
Notes: Alexandre Julliard 2024-04-30 23:14:55 +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/814
2 changed files with 13 additions and 5 deletions

View File

@@ -24,15 +24,15 @@ float4 main(float4 position : SV_Position, uint coverage : SV_Coverage) : SV_Tar
[test]
sample mask 0x01
todo draw quad
todo(sm<6) draw quad
probe all rgba (0.0, 0.25, 0.0, 0.25)
probe uav 1 all rui (0x01)
sample mask 0x03
todo draw quad
todo(sm<6) draw quad
probe all rgba (0.0, 0.5, 0.0, 0.5)
probe uav 1 all rui (0x03)
sample mask 0x07
todo draw quad
todo(sm<6) draw quad
probe all rgba (0.0, 0.75, 0.0, 0.75)
probe uav 1 all rui (0x07)
@@ -47,10 +47,10 @@ size (2d, 4, 4)
[test]
clear rtv 0 0.0 0.0 0.0 0.0
sample mask 0x09
todo draw quad
todo(sm<6) draw quad
probe all rgba (0.0, 0.5, 0.0, 0.5)
probe uav 1 all rui (0x09)
sample mask 0x0f
todo draw quad
todo(sm<6) draw quad
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe uav 1 all rui (0x0f)