tests: Avoid using "SV_Position" as a name for the vertex shader input.

We use vkd3d_shader_find_signature_element() in the Vulkan runner, and
vkd3d-shader translates SM1 position to "POSITION".
This commit is contained in:
Zebediah Figura
2022-08-15 19:53:55 -05:00
committed by Alexandre Julliard
parent aa44f9b390
commit 6a514ebe8e
Notes: Alexandre Julliard 2023-12-14 23:31:52 +01:00
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/518
6 changed files with 37 additions and 15 deletions

View File

@ -1,6 +1,6 @@
[input layout]
0 r32g32b32a32 float texcoord
0 r32g32 float sv_position
0 r32g32 float position
[vertex buffer 0]
0.0 1.0 0.0 1.0 -2.0 -2.0
@ -10,7 +10,16 @@
[vertex shader]
struct vertex
struct in_vertex
{
struct
{
float4 texcoord : texcoord;
float4 pos : position;
} m;
};
struct out_vertex
{
struct
{
@ -19,8 +28,10 @@ struct vertex
} m;
};
void main(inout struct vertex v)
void main(struct in_vertex i, out struct out_vertex o)
{
o.m.pos = i.m.pos;
o.m.texcoord = i.m.texcoord;
}
[pixel shader]