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tests: Add a test for SampleBias() with multiple 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-bias.shader_test \
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tests/sample-level.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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43
tests/sample-bias.shader_test
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43
tests/sample-bias.shader_test
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@ -0,0 +1,43 @@
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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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[vertex shader]
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void main(out float2 tex : texcoord, inout float4 pos : sv_position)
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{
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tex = pos.xy;
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}
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[pixel shader]
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sampler s;
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Texture2D t;
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uniform float bias;
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float4 main(float2 coord : texcoord) : sv_target
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{
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/* Choice of initial mipmap level is hardware-dependent, and in practice
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* varies too much to be reasonably covered by ULPS. Quantize instead. */
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return floor(t.SampleBias(s, coord, bias) * 10);
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}
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[test]
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uniform 0 float4 6.5 0.0 0.0 0.0
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draw quad
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probe all rgba (10.0, 0.0, 10.0, 0.0)
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uniform 0 float4 7.5 0.0 0.0 0.0
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draw quad
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probe all rgba (4.0, 0.0, 10.0, 0.0)
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uniform 0 float4 8.5 0.0 0.0 0.0
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draw quad
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probe all rgba (0.0, 0.0, 10.0, 0.0)
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@ -33,20 +33,6 @@ float4 main() : sv_target
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draw quad
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draw quad
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probe all rgba (0.25, 0, 0.25, 0)
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probe all rgba (0.25, 0, 0.25, 0)
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[pixel shader]
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SamplerState s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.SampleBias(s, float2(0.5, 0.5), 0.0);
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}
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[test]
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draw quad
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probe all rgba (0.25, 0, 0.25, 0)
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[pixel shader fail]
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[pixel shader fail]
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sampler2D s;
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sampler2D s;
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