tests: Add a test for interpolation modifiers specified on structure fields.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2023-09-22 18:23:46 +02:00 committed by Alexandre Julliard
parent c5414fa92f
commit 4b8a4809d1
Notes: Alexandre Julliard 2023-10-09 23:10:36 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/358

View File

@ -25,3 +25,135 @@ float4 main(nointerpolation float4 t : texcoord) : sv_target
[test]
draw triangle list 3
probe all rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
float4 main(ps_input input) : sv_target
{
return input.t;
}
[test]
draw triangle list 3
todo probe all rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader]
struct ps_input
{
float4 t : texcoord;
};
float4 main(nointerpolation ps_input input) : sv_target
{
return input.t;
}
[test]
draw triangle list 3
probe all rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader todo]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
float4 main(centroid ps_input input) : sv_target
{
return input.t;
}
[test]
todo draw triangle list 3
todo probe all rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader todo]
struct ps_input
{
centroid float4 t : texcoord;
};
float4 main(nointerpolation ps_input input) : sv_target
{
return input.t;
}
[test]
todo draw triangle list 3
todo probe all rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader fail]
struct ps_input
{
nointerpolation centroid float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[vertex shader todo]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout centroid ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}