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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:
committed by
Alexandre Julliard
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
@@ -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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