diff --git a/tests/hlsl/ps1-sampler.shader_test b/tests/hlsl/ps1-sampler.shader_test index 469bdf249..b5f88b7cb 100644 --- a/tests/hlsl/ps1-sampler.shader_test +++ b/tests/hlsl/ps1-sampler.shader_test @@ -5,11 +5,20 @@ shader model < 3.0 filter point point point address wrap wrap wrap +[sampler 1] +filter point point point +address wrap wrap wrap + [srv 0] size (2d, 2, 2) 1.0 0.0 0.0 0.0 1.0 1.0 0.0 0.0 1.0 0.0 1.0 0.0 1.0 1.0 1.0 0.0 +[srv 1] +size (2d, 2, 2) +0.25 0.5 0.75 1.0 0.25 0.5 0.75 1.0 +0.25 0.5 0.75 1.0 0.25 0.5 0.75 1.0 + [vertex shader] void main(inout float4 pos : position, out float4 tex : texcoord) { @@ -34,14 +43,16 @@ probe (480, 360) f32(1, 0, 0, 0) % TODO: Convert to assembly or HLSL. ffff0104 % ps_1_4 00000042 800f0000 b0e40000 % texld r0, t0 +00000042 800f0001 b0e40000 % texld r1, t0 +00000001 80010000 80aa0001 % mov r0.x, r1.z 0000ffff % end [test] draw quad -probe (320, 240) f32(1, 1, 1, 0) -probe (480, 240) f32(1, 0, 1, 0) -probe (320, 360) f32(1, 1, 0, 0) -probe (480, 360) f32(1, 0, 0, 0) +todo probe (320, 240) f32(0.75, 1, 1, 0) +todo probe (480, 240) f32(0.75, 0, 1, 0) +todo probe (320, 360) f32(0.75, 1, 0, 0) +todo probe (480, 360) f32(0.75, 0, 0, 0) [srv 0] size (3d, 2, 2, 2) @@ -53,10 +64,10 @@ size (3d, 2, 2, 2) [test] draw quad -probe (320, 240) f32(1, 1, 1, 1) -probe (480, 240) f32(1, 0, 1, 1) -probe (320, 360) f32(1, 1, 0, 1) -probe (480, 360) f32(1, 0, 0, 1) +todo probe (320, 240) f32(0.75, 1, 1, 1) +todo probe (480, 240) f32(0.75, 0, 1, 1) +todo probe (320, 360) f32(0.75, 1, 0, 1) +todo probe (480, 360) f32(0.75, 0, 0, 1) [srv 0] size (cube, 1) @@ -78,22 +89,22 @@ void main(inout float4 pos : position, out float4 tex : texcoord) [test] uniform 0 float4 1 0 0 0 draw quad -probe (0, 0) f32(1.0, 0.0, 0.0, 0) +todo probe (0, 0) f32(0.75, 0.0, 0.0, 0) uniform 0 float4 -1 0 0 0 draw quad -probe (0, 0) f32(1.0, 0.0, 0.1, 0) +todo probe (0, 0) f32(0.75, 0.0, 0.1, 0) uniform 0 float4 0 1 0 0 draw quad -probe (0, 0) f32(1.0, 0.0, 0.2, 0) +todo probe (0, 0) f32(0.75, 0.0, 0.2, 0) uniform 0 float4 0 -1 0 0 draw quad -probe (0, 0) f32(1.0, 0.0, 0.3, 0) +todo probe (0, 0) f32(0.75, 0.0, 0.3, 0) uniform 0 float4 0 0 1 0 draw quad -probe (0, 0) f32(1.0, 0.0, 0.4, 0) +todo probe (0, 0) f32(0.75, 0.0, 0.4, 0) uniform 0 float4 0 0 -1 0 draw quad -probe (0, 0) f32(1.0, 0.0, 0.5, 0) +todo probe (0, 0) f32(0.75, 0.0, 0.5, 0) [vertex shader] void main(inout float4 pos : position, out float4 tex : texcoord)