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tests: Add a test for sampling from nonzero mipmap levels.
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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 = \
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tests/register-reservations.shader_test \
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tests/register-reservations.shader_test \
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tests/return.shader_test \
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tests/return.shader_test \
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tests/round.shader_test \
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tests/round.shader_test \
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tests/sample-level.shader_test \
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tests/sampler.shader_test \
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tests/sampler.shader_test \
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tests/sampler-offset.shader_test \
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tests/sampler-offset.shader_test \
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tests/saturate.shader_test \
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tests/saturate.shader_test \
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36
tests/sample-level.shader_test
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36
tests/sample-level.shader_test
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@ -0,0 +1,36 @@
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[require]
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shader model >= 3.0
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[texture 0]
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size (2, 2)
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levels 2
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1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
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1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
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0.0 0.0 1.0 0.0
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[pixel shader todo]
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sampler s;
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Texture2D t;
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uniform float level;
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float4 main() : sv_target
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{
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return t.SampleLevel(s, float2(0.5, 0.5), level);
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo draw quad
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probe all rgba (1.0, 0.0, 1.0, 0.0)
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uniform 0 float4 0.5 0.0 0.0 0.0
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todo draw quad
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probe all rgba (0.5, 0.0, 1.0, 0.0)
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo draw quad
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probe all rgba (0.0, 0.0, 1.0, 0.0)
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@ -116,6 +116,7 @@ static void parse_require_directive(struct shader_runner *runner, const char *li
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static const char *const model_strings[] =
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static const char *const model_strings[] =
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{
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{
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[SHADER_MODEL_2_0] = "2.0",
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[SHADER_MODEL_2_0] = "2.0",
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[SHADER_MODEL_3_0] = "3.0",
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[SHADER_MODEL_4_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_4_1] = "4.1",
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[SHADER_MODEL_5_0] = "5.0",
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[SHADER_MODEL_5_0] = "5.0",
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@ -747,6 +748,7 @@ static void compile_shader(struct shader_runner *runner, const char *source, siz
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static const char *const shader_models[] =
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static const char *const shader_models[] =
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{
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{
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[SHADER_MODEL_2_0] = "4_0",
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[SHADER_MODEL_2_0] = "4_0",
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[SHADER_MODEL_3_0] = "4_0",
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[SHADER_MODEL_4_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_4_1] = "4_1",
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[SHADER_MODEL_5_0] = "5_0",
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[SHADER_MODEL_5_0] = "5_0",
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@ -31,6 +31,7 @@
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enum shader_model
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enum shader_model
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{
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{
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SHADER_MODEL_2_0,
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SHADER_MODEL_2_0,
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SHADER_MODEL_3_0,
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SHADER_MODEL_4_0,
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SHADER_MODEL_4_0,
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SHADER_MODEL_4_1,
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SHADER_MODEL_4_1,
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SHADER_MODEL_5_0,
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SHADER_MODEL_5_0,
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@ -80,6 +80,7 @@ static ID3D10Blob *compile_shader(const char *source, const char *type, enum sha
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static const char *const shader_models[] =
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static const char *const shader_models[] =
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{
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{
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[SHADER_MODEL_2_0] = "4_0",
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[SHADER_MODEL_2_0] = "4_0",
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[SHADER_MODEL_3_0] = "4_0",
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[SHADER_MODEL_4_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_4_1] = "4_1",
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[SHADER_MODEL_5_0] = "5_0",
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[SHADER_MODEL_5_0] = "5_0",
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@ -65,6 +65,7 @@ static ID3D10Blob *compile_shader(const struct d3d12_shader_runner *runner, cons
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static const char *const shader_models[] =
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static const char *const shader_models[] =
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{
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{
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[SHADER_MODEL_2_0] = "4_0",
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[SHADER_MODEL_2_0] = "4_0",
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[SHADER_MODEL_3_0] = "4_0",
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[SHADER_MODEL_4_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_4_1] = "4_1",
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[SHADER_MODEL_5_0] = "5_0",
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[SHADER_MODEL_5_0] = "5_0",
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@ -56,11 +56,19 @@ static struct d3d9_shader_runner *d3d9_shader_runner(struct shader_runner *r)
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static IDirect3D9 *(WINAPI *pDirect3DCreate9)(UINT sdk_version);
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static IDirect3D9 *(WINAPI *pDirect3DCreate9)(UINT sdk_version);
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static ID3D10Blob *compile_shader(const char *source, const char *profile)
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static ID3D10Blob *compile_shader(const char *source, const char *type, enum shader_model shader_model)
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{
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{
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ID3D10Blob *blob = NULL, *errors = NULL;
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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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HRESULT hr;
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static const char *const shader_models[] =
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{
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[SHADER_MODEL_2_0] = "2_0",
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[SHADER_MODEL_3_0] = "3_0",
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};
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sprintf(profile, "%s_%s", type, shader_models[shader_model]);
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hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, 0, 0, &blob, &errors);
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hr = D3DCompile(source, strlen(source), NULL, NULL, NULL, "main", profile, 0, 0, &blob, &errors);
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ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr);
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ok(hr == S_OK, "Failed to compile shader, hr %#lx.\n", hr);
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if (errors)
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if (errors)
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@ -325,10 +333,10 @@ static bool d3d9_runner_draw(struct shader_runner *r,
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unsigned int i, j;
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unsigned int i, j;
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HRESULT hr;
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HRESULT hr;
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if (!(vs_code = compile_shader(runner->r.vs_source, "vs_2_0")))
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if (!(vs_code = compile_shader(runner->r.vs_source, "vs", runner->r.minimum_shader_model)))
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return false;
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return false;
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if (!(ps_code = compile_shader(runner->r.ps_source, "ps_2_0")))
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if (!(ps_code = compile_shader(runner->r.ps_source, "ps", runner->r.minimum_shader_model)))
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{
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{
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ID3D10Blob_Release(vs_code);
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ID3D10Blob_Release(vs_code);
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return false;
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return false;
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@ -364,6 +364,7 @@ static bool compile_shader(const struct vulkan_shader_runner *runner, const char
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static const char *const shader_models[] =
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static const char *const shader_models[] =
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{
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{
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[SHADER_MODEL_2_0] = "4_0",
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[SHADER_MODEL_2_0] = "4_0",
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[SHADER_MODEL_3_0] = "4_0",
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[SHADER_MODEL_4_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_4_1] = "4_1",
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[SHADER_MODEL_5_0] = "5_0",
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[SHADER_MODEL_5_0] = "5_0",
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