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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
@@ -579,8 +579,9 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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};
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static const char vs_source[] =
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"void main(inout float4 position : sv_position)\n"
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"float4 main(float4 pos : position) : sv_position\n"
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"{\n"
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" return pos;\n"
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"}";
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if (!shader_runner_get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, 0))
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@@ -601,7 +602,7 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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vkd3d_array_reserve((void **)&runner->input_elements, &runner->input_element_capacity,
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1, sizeof(*runner->input_elements));
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element = &runner->input_elements[0];
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element->name = strdup("sv_position");
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element->name = strdup("position");
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element->slot = 0;
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element->format = DXGI_FORMAT_R32G32_FLOAT;
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element->texel_size = sizeof(*quad);
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