mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
tests: Always compile HLSL shaders.
Do not rely on a draw or dispatch command to do this. This allows more efficiently testing syntax, in cases where testing the actual shader functionality is not interesting.
This commit is contained in:
parent
520c7457a9
commit
4d17758657
Notes:
Alexandre Julliard
2022-11-08 23:05:16 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/43
@ -124,7 +124,7 @@ draw quad
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probe all rgba (4.0, 4.0, 4.0, 4.0)
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[pixel shader]
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[pixel shader todo]
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Texture2D tex;
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struct apple
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@ -1,7 +1,7 @@
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[require]
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shader model >= 4.0
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[pixel shader]
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[pixel shader todo]
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float4 main(uniform int i, uniform uint u, uniform bool b, uniform float f) : sv_target
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{
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@ -7,7 +7,7 @@ size (1, 1)
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0.1
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[compute shader]
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[compute shader todo]
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RWTexture2D<float> u;
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[numthreads(1, 1, 1)]
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@ -1,6 +1,6 @@
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% Test what kinds of expressions are valid array dimensions.
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[pixel shader]
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[pixel shader todo]
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float4 main() : sv_target
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{
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const int dim = 4;
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@ -4,7 +4,7 @@ void main(out float tex : texcoord, inout float4 pos : sv_position)
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tex = pos.x;
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}
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[pixel shader]
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[pixel shader todo]
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float4 main(float tex : texcoord) : sv_target
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{
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int i;
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@ -1,6 +1,6 @@
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% Test implicit and explicit casts on function output parameters.
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[pixel shader]
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[pixel shader todo]
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uniform float4 f;
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@ -23,7 +23,7 @@ probe all rgba (-1.0, -1.0, 2.0, 4.0)
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% As above, but cast "x" to float4 first.
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[pixel shader]
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[pixel shader todo]
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uniform float4 f;
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@ -46,7 +46,7 @@ probe all rgba (-1.0, -1.0, 2.0, 4.0)
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% As above, but declare "x" as float4 and cast it to int4.
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[pixel shader]
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[pixel shader todo]
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uniform float4 f;
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@ -70,7 +70,7 @@ probe all rgba (-1.0, -1.0, 2.0, 4.0)
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[require]
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shader model >= 4.0
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[pixel shader]
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[pixel shader todo]
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void func(inout float4 a)
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{
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@ -16,7 +16,7 @@ float4 main() : sv_target
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return 0;
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}
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[pixel shader]
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[pixel shader todo]
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/* Test a basic overload. */
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float func(int arg)
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{
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@ -9,7 +9,7 @@ float4 main() : sv_target
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% It's legal to call an undefined function in unused code, though.
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[pixel shader]
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[pixel shader todo]
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float4 func();
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@ -118,7 +118,7 @@ void func()
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{
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}
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[pixel shader]
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[pixel shader todo]
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float func(in float a, out float b, inout float c)
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{
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@ -142,7 +142,7 @@ float4 main() : sv_target
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todo draw quad
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probe all rgba (0.5, 0.6, 0.7, 0)
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[pixel shader]
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[pixel shader todo]
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void func(in float a, inout float2 b)
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{
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@ -73,7 +73,7 @@ draw quad
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probe all rgba (0.2, 0.2, 0.1, 0.1)
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[pixel shader]
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[pixel shader todo]
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SamplerState s;
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Texture2D t;
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@ -29,7 +29,7 @@ draw quad
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probe all rgba (0.2, 0.2, 0.2, 0.1)
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[pixel shader]
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[pixel shader todo]
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Texture2D tex;
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struct foo
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@ -52,7 +52,7 @@ todo draw quad
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todo probe all rgba (31.1, 41.1, 51.1, 61.1) 1
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[pixel shader]
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[pixel shader todo]
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Texture2D tex1;
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Texture2D tex2;
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@ -1,4 +1,4 @@
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[pixel shader]
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[pixel shader todo]
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float2 max(float2 a, float2 b)
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{
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@ -14,7 +14,7 @@ float4 main() : sv_target
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todo draw quad
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probe all rgba (0.3, 0.3, 0.4, 0.6)
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[pixel shader]
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[pixel shader todo]
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float2 max(float2 a, float3 b)
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{
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@ -38,7 +38,7 @@ float4x1 main() : sv_target
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.1)
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[pixel shader]
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[pixel shader todo]
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float3 func()
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{
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return float3x1(0.4, 0.3, 0.2);
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@ -53,7 +53,7 @@ float4 main() : sv_target
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todo draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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[pixel shader todo]
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float3 func()
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{
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return float1x3(0.4, 0.3, 0.2);
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@ -68,7 +68,7 @@ float4 main() : sv_target
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todo draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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[pixel shader todo]
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float1x3 func()
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{
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return float3(0.4, 0.3, 0.2);
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@ -83,7 +83,7 @@ float4 main() : sv_target
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todo draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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[pixel shader todo]
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float3x1 func()
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{
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return float3(0.4, 0.3, 0.2);
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@ -120,7 +120,7 @@ float4 main() : sv_target
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return float4(func(), 0.0);
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}
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[pixel shader]
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[pixel shader todo]
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float3 func()
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{
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return float4(0.4, 0.3, 0.2, 0.1);
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@ -135,7 +135,7 @@ float4 main() : sv_target
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todo draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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[pixel shader todo]
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float3 func()
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{
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return float4x1(0.4, 0.3, 0.2, 0.1);
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@ -150,7 +150,7 @@ float4 main() : sv_target
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todo draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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[pixel shader todo]
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float3 func()
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{
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return float1x4(0.4, 0.3, 0.2, 0.1);
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@ -176,7 +176,7 @@ float4 main() : sv_target
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return float4(func(), 0.0);
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}
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[pixel shader]
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[pixel shader todo]
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float3x1 func()
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{
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return float4x1(0.4, 0.3, 0.2, 0.1);
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@ -202,7 +202,7 @@ float4 main() : sv_target
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return float4(func(), 0.0);
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}
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[pixel shader]
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[pixel shader todo]
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float1x3 func()
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{
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return float4(0.4, 0.3, 0.2, 0.1);
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@ -228,7 +228,7 @@ float4 main() : sv_target
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return float4(func(), 0.0);
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}
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[pixel shader]
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[pixel shader todo]
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float1x3 func()
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{
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return float1x4(0.4, 0.3, 0.2, 0.1);
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@ -1,4 +1,4 @@
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[pixel shader]
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[pixel shader todo]
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float myfunc()
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{
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return 0.6;
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@ -1,4 +1,4 @@
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[pixel shader]
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[pixel shader todo]
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void sub2(in uniform float4 i, out float4 o)
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{
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o = i;
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@ -1,6 +1,6 @@
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% Use a uniform to prevent the compiler from optimizing.
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[pixel shader]
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[pixel shader todo]
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uniform float i;
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float4 main() : SV_TARGET
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{
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@ -43,7 +43,7 @@ size (1, 1)
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size (1, 1)
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3.0 3.0 3.0 1.0
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[pixel shader]
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[pixel shader todo]
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Texture2D tex[3];
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struct foo {
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@ -12,7 +12,7 @@ size (3, 3)
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0.0 0.2 0.0 0.4 0.1 0.2 0.5 0.0 0.2 0.2 0.0 0.4
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[pixel shader]
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[pixel shader todo]
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sampler s;
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Texture2D t;
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@ -26,7 +26,7 @@ todo draw quad
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probe all rgba (0.1, 0.2, 0.5, 0.0)
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[pixel shader]
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[pixel shader todo]
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sampler s;
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Texture2D t;
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@ -40,7 +40,7 @@ todo draw quad
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probe all rgba (0.2, 0.2, 0.0, 0.4)
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[pixel shader]
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[pixel shader todo]
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sampler s;
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Texture2D t;
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@ -81,9 +81,11 @@ enum parse_state
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STATE_RESOURCE,
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STATE_SAMPLER,
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STATE_SHADER_COMPUTE,
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STATE_SHADER_COMPUTE_TODO,
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STATE_SHADER_INVALID_PIXEL,
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STATE_SHADER_INVALID_PIXEL_TODO,
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STATE_SHADER_PIXEL,
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STATE_SHADER_PIXEL_TODO,
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STATE_SHADER_VERTEX,
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STATE_TEST,
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};
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@ -657,6 +659,44 @@ unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot
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return stride;
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}
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static void compile_shader(struct shader_runner *runner, const char *source, size_t len, const char *type, bool invalid)
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{
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ID3D10Blob *blob = NULL, *errors = NULL;
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char profile[7];
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HRESULT hr;
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static const char *const shader_models[] =
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{
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[SHADER_MODEL_2_0] = "4_0",
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[SHADER_MODEL_4_0] = "4_0",
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[SHADER_MODEL_4_1] = "4_1",
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[SHADER_MODEL_5_0] = "5_0",
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[SHADER_MODEL_5_1] = "5_1",
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};
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sprintf(profile, "%s_%s", type, shader_models[runner->minimum_shader_model]);
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hr = D3DCompile(source, len, NULL, NULL, NULL, "main", profile, 0, 0, &blob, &errors);
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if (invalid)
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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else
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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if (hr == S_OK)
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{
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ID3D10Blob_Release(blob);
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}
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else
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{
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assert_that(!blob, "Expected no compiled shader blob.\n");
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assert_that(!!errors, "Expected non-NULL error blob.\n");
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}
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if (errors)
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{
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if (vkd3d_test_state.debug_level)
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trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
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ID3D10Blob_Release(errors);
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}
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}
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void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const struct shader_runner_ops *ops)
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{
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size_t shader_source_size = 0, shader_source_len = 0;
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@ -722,6 +762,9 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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break;
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case STATE_SHADER_COMPUTE:
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case STATE_SHADER_COMPUTE_TODO:
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todo_if (state == STATE_SHADER_COMPUTE_TODO)
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compile_shader(runner, shader_source, shader_source_len, "cs", false);
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free(runner->cs_source);
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runner->cs_source = shader_source;
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shader_source = NULL;
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@ -730,6 +773,9 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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break;
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case STATE_SHADER_PIXEL:
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case STATE_SHADER_PIXEL_TODO:
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todo_if (state == STATE_SHADER_PIXEL_TODO)
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compile_shader(runner, shader_source, shader_source_len, "ps", false);
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free(runner->ps_source);
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runner->ps_source = shader_source;
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shader_source = NULL;
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@ -738,6 +784,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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break;
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case STATE_SHADER_VERTEX:
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compile_shader(runner, shader_source, shader_source_len, "vs", false);
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free(runner->vs_source);
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runner->vs_source = shader_source;
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shader_source = NULL;
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@ -747,33 +794,10 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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case STATE_SHADER_INVALID_PIXEL:
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case STATE_SHADER_INVALID_PIXEL_TODO:
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{
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ID3D10Blob *blob = NULL, *errors = NULL;
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HRESULT hr;
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hr = D3DCompile(shader_source, strlen(shader_source), NULL,
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NULL, NULL, "main", "ps_4_0", 0, 0, &blob, &errors);
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todo_if (state == STATE_SHADER_INVALID_PIXEL_TODO)
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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if (hr == S_OK)
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{
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ID3D10Blob_Release(blob);
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}
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else
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{
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ok(!blob, "Expected no compiled shader blob.\n");
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ok(!!errors, "Expected non-NULL error blob.\n");
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}
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if (errors)
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{
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if (vkd3d_test_state.debug_level)
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trace("%s\n", (char *)ID3D10Blob_GetBufferPointer(errors));
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ID3D10Blob_Release(errors);
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}
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compile_shader(runner, shader_source, shader_source_len, "ps", true);
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shader_source_len = 0;
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break;
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}
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case STATE_PREPROC_INVALID:
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{
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@ -840,6 +864,10 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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{
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state = STATE_SHADER_COMPUTE;
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}
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else if (!strcmp(line, "[compute shader todo]\n"))
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{
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state = STATE_SHADER_COMPUTE_TODO;
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}
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else if (!strcmp(line, "[require]\n"))
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{
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state = STATE_REQUIRE;
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@ -848,6 +876,10 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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{
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state = STATE_SHADER_PIXEL;
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}
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else if (!strcmp(line, "[pixel shader todo]\n"))
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{
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state = STATE_SHADER_PIXEL_TODO;
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}
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else if (!strcmp(line, "[pixel shader fail]\n"))
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{
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state = STATE_SHADER_INVALID_PIXEL;
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@ -962,9 +994,11 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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case STATE_PREPROC:
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case STATE_PREPROC_INVALID:
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case STATE_SHADER_COMPUTE:
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case STATE_SHADER_COMPUTE_TODO:
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case STATE_SHADER_INVALID_PIXEL:
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case STATE_SHADER_INVALID_PIXEL_TODO:
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case STATE_SHADER_PIXEL:
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case STATE_SHADER_PIXEL_TODO:
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case STATE_SHADER_VERTEX:
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{
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size_t len = strlen(line);
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@ -4,7 +4,7 @@ void main(out float tex : texcoord, inout float4 pos : sv_position)
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tex = (pos.x + 1) * 320;
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}
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[pixel shader]
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[pixel shader todo]
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float4 main(float tex : texcoord) : sv_target
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{
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tex = floor(tex + 0.25);
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|
@ -13,7 +13,7 @@ size (1, 1)
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0.5
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[compute shader]
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[compute shader todo]
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RWTexture2D<float> u, v;
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[numthreads(1, 1, 1)]
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void main()
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|
@ -133,7 +133,7 @@ size (1, 1)
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0.5 0.6 0.7 0.8
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[pixel shader]
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[pixel shader todo]
|
||||
RWTexture2D<float4> u[2] : register(u2);
|
||||
|
||||
float4 main() : sv_target1
|
||||
|
Loading…
Reference in New Issue
Block a user