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tests: Check that derivatives are still computed after discarding.
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Alexandre Julliard
2024-04-19 22:26:50 +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/784
@ -16,6 +16,30 @@ uniform 0 float4 9 8 7 6
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todo(sm<4 | glsl) draw quad
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probe all rgba (1, 2, 3, 4)
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[require]
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shader model >= 3.0
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% Check that derivatives are still computed after discarding
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% other pixels in the same quad
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[pixel shader todo(sm<4)]
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float4 main(float4 pos : sv_position) : sv_target
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{
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if (frac((floor(pos.x) + floor(pos.y)) / 2) == 0.5)
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discard;
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return float4(ddx(pos.x), ddx(pos.y), ddy(pos.x), ddy(pos.y));
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}
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[test]
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (1, 0, 0, 1)
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probe (1, 0) rgba (1, 2, 3, 4)
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probe (0, 1) rgba (1, 2, 3, 4)
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probe (1, 1) rgba (1, 0, 0, 1)
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probe (2, 0) rgba (1, 0, 0, 1)
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probe (3, 0) rgba (1, 2, 3, 4)
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probe (2, 1) rgba (1, 2, 3, 4)
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probe (3, 1) rgba (1, 0, 0, 1)
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[require]
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shader model >= 5.0
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