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