vkd3d-shader/glsl: Implement support for static texel offsets in shader_glsl_sample().

This commit is contained in:
Henri Verbeet
2024-10-20 13:31:38 +02:00
parent 6ae4da02c9
commit 3dbaf11f8c
Notes: Henri Verbeet 2024-11-06 23:02:41 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1232
3 changed files with 52 additions and 25 deletions

View File

@@ -23,7 +23,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)
@@ -37,7 +37,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.0, 0.1, 0.1, 0.0)
@@ -55,7 +55,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.2, 0.2, 0.1, 0.1)
@@ -69,7 +69,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0)
@@ -83,7 +83,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.5, 0.0, 0.5, 0.0)
@@ -97,7 +97,7 @@ float4 main() : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (0.0, 0.4, 0.0, 0.4)