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vkd3d-shader/glsl: Implement support for static texel offsets in shader_glsl_ld().
This commit is contained in:
Notes:
Henri Verbeet
2025-08-28 20:32:38 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1696
@@ -25,7 +25,7 @@ float4 main() : sv_target
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[test]
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uniform 0 int 4
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (110, 210, 410, 410)
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@@ -43,7 +43,7 @@ float4 main() : sv_target
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[test]
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uniform 0 int 3
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (105, 5, 305, 305)
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@@ -59,5 +59,5 @@ float4 main() : sv_target
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[test]
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uniform 0 int 1
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (14.0, 14.0, 14.0, 14.0)
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@@ -18,7 +18,7 @@ float4 main(float4 pos : sv_position) : sv_target
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[test]
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0, 1, 0, 1)
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probe (1, 0) rgba (1, 1, 0, 1)
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probe (0, 1) rgba (0, 2, 0, 1)
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@@ -35,7 +35,7 @@ float4 main(float4 pos : sv_position) : sv_target
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[test]
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (3, 0) rgba (1, 0, 0, 1)
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probe (4, 0) rgba (2, 0, 0, 1)
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probe (3, 1) rgba (1, 1, 0, 1)
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