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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
@@ -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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