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tests: Try to avoid using SV_Position from shaders which can be tested with SM1.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
committed by
Alexandre Julliard
parent
d2872fa33a
commit
90b4cbc1f2
@ -1,9 +1,34 @@
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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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[vertex buffer 0]
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0.0 1.0 0.0 1.0 -2.0 -2.0
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0.0 1.0 0.0 1.0 -2.0 2.0
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0.0 1.0 0.0 1.0 2.0 -2.0
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0.0 1.0 0.0 1.0 2.0 2.0
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[vertex shader]
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struct 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 : sv_position;
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} m;
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};
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void main(inout struct vertex v)
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{
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}
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[pixel shader]
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struct input
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{
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struct
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{
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float4 pos : sv_position;
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float4 texcoord : texcoord;
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} m;
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};
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@ -18,12 +43,10 @@ struct output
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struct output main(struct input i)
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{
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struct output o;
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o.m.color = i.m.pos;
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o.m.color = i.m.texcoord;
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return o;
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}
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[test]
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draw quad
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probe rgba (0, 1) (0.5, 1.5, 0.0, 1.0)
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probe rgba (1, 0) (1.5, 0.5, 0.0, 1.0)
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probe rgba (3, 5) (3.5, 5.5, 0.0, 1.0)
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draw triangle strip 4
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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