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

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