mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-09-13 09:16:14 -07:00
tests: Add a test for sampling from nonzero mipmap levels.
This commit is contained in:
parent
e3eb4fc5eb
commit
4ec60707e2
Notes:
Alexandre Julliard
2023-05-08 22:34:30 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/191
@ -157,6 +157,7 @@ vkd3d_shader_tests = \
|
||||
tests/register-reservations.shader_test \
|
||||
tests/return.shader_test \
|
||||
tests/round.shader_test \
|
||||
tests/sample-level.shader_test \
|
||||
tests/sampler.shader_test \
|
||||
tests/sampler-offset.shader_test \
|
||||
tests/saturate.shader_test \
|
||||
|
36
tests/sample-level.shader_test
Normal file
36
tests/sample-level.shader_test
Normal file
@ -0,0 +1,36 @@
|
||||
[require]
|
||||
shader model >= 3.0
|
||||
|
||||
[sampler 0]
|
||||
filter linear linear linear
|
||||
address clamp clamp clamp
|
||||
|
||||
[texture 0]
|
||||
size (2, 2)
|
||||
levels 2
|
||||
|
||||
1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
|
||||
1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
|
||||
|
||||
0.0 0.0 1.0 0.0
|
||||
|
||||
[pixel shader todo]
|
||||
sampler s;
|
||||
Texture2D t;
|
||||
uniform float level;
|
||||
|
||||
float4 main() : sv_target
|
||||
{
|
||||
return t.SampleLevel(s, float2(0.5, 0.5), level);
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 float4 0.0 0.0 0.0 0.0
|
||||
todo draw quad
|
||||
probe all rgba (1.0, 0.0, 1.0, 0.0)
|
||||
uniform 0 float4 0.5 0.0 0.0 0.0
|
||||
todo draw quad
|
||||
probe all rgba (0.5, 0.0, 1.0, 0.0)
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
todo draw quad
|
||||
probe all rgba (0.0, 0.0, 1.0, 0.0)
|
@ -116,6 +116,7 @@ static void parse_require_directive(struct shader_runner *runner, const char *li
|
||||
static const char *const model_strings[] =
|
||||
{
|
||||
[SHADER_MODEL_2_0] = "2.0",
|
||||
[SHADER_MODEL_3_0] = "3.0",
|
||||
[SHADER_MODEL_4_0] = "4.0",
|
||||
[SHADER_MODEL_4_1] = "4.1",
|
||||
[SHADER_MODEL_5_0] = "5.0",
|
||||
@ -747,6 +748,7 @@ static void compile_shader(struct shader_runner *runner, const char *source, siz
|
||||
static const char *const shader_models[] =
|
||||
{
|
||||
[SHADER_MODEL_2_0] = "4_0",
|
||||
[SHADER_MODEL_3_0] = "4_0",
|
||||
[SHADER_MODEL_4_0] = "4_0",
|
||||
[SHADER_MODEL_4_1] = "4_1",
|
||||
[SHADER_MODEL_5_0] = "5_0",
|
||||
|
@ -31,6 +31,7 @@
|
||||
enum shader_model
|
||||
{
|
||||
SHADER_MODEL_2_0,
|
||||
SHADER_MODEL_3_0,
|
||||
SHADER_MODEL_4_0,
|
||||
SHADER_MODEL_4_1,
|
||||
SHADER_MODEL_5_0,
|
||||
|
@ -80,6 +80,7 @@ static ID3D10Blob *compile_shader(const char *source, const char *type, enum sha
|
||||
static const char *const shader_models[] =
|
||||
{
|
||||
[SHADER_MODEL_2_0] = "4_0",
|
||||
[SHADER_MODEL_3_0] = "4_0",
|
||||
[SHADER_MODEL_4_0] = "4_0",
|
||||
[SHADER_MODEL_4_1] = "4_1",
|
||||
[SHADER_MODEL_5_0] = "5_0",
|
||||
|
@ -65,6 +65,7 @@ static ID3D10Blob *compile_shader(const struct d3d12_shader_runner *runner, cons
|
||||
static const char *const shader_models[] =
|
||||
{
|
||||
[SHADER_MODEL_2_0] = "4_0",
|
||||
[SHADER_MODEL_3_0] = "4_0",
|
||||
[SHADER_MODEL_4_0] = "4_0",
|
||||
[SHADER_MODEL_4_1] = "4_1",
|
||||
[SHADER_MODEL_5_0] = "5_0",
|
||||
|
@ -56,11 +56,19 @@ static struct d3d9_shader_runner *d3d9_shader_runner(struct shader_runner *r)
|
||||
|
||||
static IDirect3D9 *(WINAPI *pDirect3DCreate9)(UINT sdk_version);
|
||||
|
||||
static ID3D10Blob *compile_shader(const char *source, const char *profile)
|
||||
static ID3D10Blob *compile_shader(const char *source, const char *type, enum shader_model shader_model)
|
||||
{
|
||||
ID3D10Blob *blob = NULL, *errors = NULL;
|
||||
char profile[7];
|
||||
HRESULT hr;
|
||||
|
||||
static const char *const shader_models[] =
|
||||
{
|
||||
[SHADER_MODEL_2_0] = "2_0",
|
||||
[SHADER_MODEL_3_0] = "3_0",
|
||||
};
|
||||
|
||||
sprintf(profile, "%s_%s", type, shader_models[shader_model]);
|
||||
hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, 0, 0, &blob, &errors);
|
||||
ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr);
|
||||
if (errors)
|
||||
@ -325,10 +333,10 @@ static bool d3d9_runner_draw(struct shader_runner *r,
|
||||
unsigned int i, j;
|
||||
HRESULT hr;
|
||||
|
||||
if (!(vs_code = compile_shader(runner->r.vs_source, "vs_2_0")))
|
||||
if (!(vs_code = compile_shader(runner->r.vs_source, "vs", runner->r.minimum_shader_model)))
|
||||
return false;
|
||||
|
||||
if (!(ps_code = compile_shader(runner->r.ps_source, "ps_2_0")))
|
||||
if (!(ps_code = compile_shader(runner->r.ps_source, "ps", runner->r.minimum_shader_model)))
|
||||
{
|
||||
ID3D10Blob_Release(vs_code);
|
||||
return false;
|
||||
|
@ -364,6 +364,7 @@ static bool compile_shader(const struct vulkan_shader_runner *runner, const char
|
||||
static const char *const shader_models[] =
|
||||
{
|
||||
[SHADER_MODEL_2_0] = "4_0",
|
||||
[SHADER_MODEL_3_0] = "4_0",
|
||||
[SHADER_MODEL_4_0] = "4_0",
|
||||
[SHADER_MODEL_4_1] = "4_1",
|
||||
[SHADER_MODEL_5_0] = "5_0",
|
||||
|
Loading…
Reference in New Issue
Block a user