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tests: Test objects as parameters.
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parent
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commit
7c2ac5b098
Notes:
Alexandre Julliard
2023-05-08 22:34:16 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/159
@ -144,6 +144,7 @@ vkd3d_shader_tests = \
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tests/nointerpolation.shader_test \
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tests/nointerpolation.shader_test \
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tests/object-field-offsets.shader_test \
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tests/object-field-offsets.shader_test \
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tests/object-references.shader_test \
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tests/object-references.shader_test \
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tests/object-parameters.shader_test \
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tests/pow.shader_test \
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tests/pow.shader_test \
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tests/preproc-if.shader_test \
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tests/preproc-if.shader_test \
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tests/preproc-ifdef.shader_test \
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tests/preproc-ifdef.shader_test \
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182
tests/object-parameters.shader_test
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182
tests/object-parameters.shader_test
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@ -0,0 +1,182 @@
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[pixel shader fail todo]
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Texture2D tex0;
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float4 main(out Texture2D tex : TEXTURE) : sv_target
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{
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return float4(1, 2, 3, 4);
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}
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[pixel shader fail todo]
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struct params
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{
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Texture2D tex : TEXTURE;
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};
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float4 main(inout params x) : sv_target
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{
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return float4(1, 2, 3, 4);
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}
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[require]
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shader model >= 5.0
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[pixel shader todo]
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uniform float global;
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struct apple
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{
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Texture2D tex;
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float4 pos : sv_position;
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};
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float4 main(struct apple input, uniform float param) : sv_target
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{
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return input.tex.Load(int3(0, 0, 0)) + global + param + input.pos;
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}
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[texture 0]
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size (2, 2)
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1.0 1.0 1.0 1.0 0.0 0.0 0.0 1.0
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1.0 1.0 1.0 1.0 0.0 0.0 0.0 1.0
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[texture 1]
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size (2, 2)
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2.0 2.0 2.0 1.0 0.0 0.0 0.0 1.0
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2.0 2.0 2.0 1.0 0.0 0.0 0.0 1.0
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[texture 2]
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size (2, 2)
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3.0 3.0 3.0 1.0 0.0 0.0 0.0 1.0
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3.0 3.0 3.0 1.0 0.0 0.0 0.0 1.0
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[texture 3]
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size (2, 2)
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4.0 4.0 4.0 1.0 0.0 0.0 0.0 1.0
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4.0 4.0 4.0 1.0 0.0 0.0 0.0 1.0
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[texture 4]
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size (2, 2)
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5.0 5.0 5.0 1.0 0.0 0.0 0.0 1.0
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5.0 5.0 5.0 1.0 0.0 0.0 0.0 1.0
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[texture 5]
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size (2, 2)
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6.0 6.0 6.0 1.0 0.0 0.0 0.0 1.0
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6.0 6.0 6.0 1.0 0.0 0.0 0.0 1.0
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 1]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 2]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 3]
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filter point point point
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address clamp clamp clamp
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[sampler 4]
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filter linear linear linear
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address clamp clamp clamp
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[pixel shader todo]
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struct apple
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{
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Texture2D unused; // must reserve t1
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Texture2D tex[3]; // must reserve t2-t4
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Texture2D lone; // must reserve t5
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float4 pos : sv_position;
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};
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Texture2D tex0; // must reserve t0
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sampler sam;
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float4 main(struct apple input) : sv_target
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{
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return 100 * input.tex[1].Sample(sam, float2(0, 0))
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+ 10 * tex0.Sample(sam, float2(0, 0))
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+ input.lone.Sample(sam, float2(0, 0));
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}
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[test]
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todo draw quad
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todo probe all rgba (416.0, 416.0, 416.0, 111.0)
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[pixel shader todo]
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Texture2D tex;
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struct apple
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{
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sampler unused0; // must reserve s0
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sampler sam[3]; // must reserve to s1-s2
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sampler unused1; // doesn't reserve
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};
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float4 main(struct apple input, sampler samp) : sv_target
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{
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// samp must reserve s3
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return float4(tex.Sample(samp, float2(0.3, 0.3)).xy,
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tex.Sample(input.sam[1], float2(0.5, 0.5)).xy);
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}
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[test]
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todo draw quad
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todo probe all rgba (1.0, 1.0, 0.5, 0.5)
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 1]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 2]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 3]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 4]
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filter point point point
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address clamp clamp clamp
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[pixel shader todo]
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Texture2D tex;
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sampler sam0; // must reserve s3
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struct apple
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{
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sampler unused0; // must reserve s0
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sampler sam[3]; // must reserve s1-s2
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sampler unused1; // doesn't reserve
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};
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float4 main(struct apple input, sampler samp) : sv_target
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{
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// samp must reserve s4
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return float4(tex.Sample(sam0, float2(0.5, 0.5)).x, tex.Sample(samp, float2(0.3, 0.3)).x,
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tex.Sample(input.sam[1], float2(0.5, 0.5)).xw);
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}
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[test]
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todo draw quad
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todo probe all rgba (0.5, 1.0, 0.5, 1.0)
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@ -167,8 +167,8 @@ static ID3D12RootSignature *d3d12_runner_create_root_signature(struct d3d12_shad
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ID3D12GraphicsCommandList *command_list, unsigned int *uniform_index)
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ID3D12GraphicsCommandList *command_list, unsigned int *uniform_index)
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{
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{
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
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D3D12_ROOT_PARAMETER root_params[5], *root_param;
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D3D12_ROOT_PARAMETER root_params[8], *root_param;
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D3D12_STATIC_SAMPLER_DESC static_samplers[1];
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D3D12_STATIC_SAMPLER_DESC static_samplers[5];
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ID3D12RootSignature *root_signature;
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ID3D12RootSignature *root_signature;
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HRESULT hr;
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HRESULT hr;
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size_t i;
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size_t i;
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