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:
Zebediah Figura
2022-04-07 18:58:16 -05:00
committed by Alexandre Julliard
parent d2872fa33a
commit 90b4cbc1f2
4 changed files with 63 additions and 21 deletions

View File

@ -1,9 +1,34 @@
[input layout]
0 r32g32b32a32 float texcoord
0 r32g32 float sv_position
[vertex buffer 0]
0.0 1.0 0.0 1.0 -2.0 -2.0
0.0 1.0 0.0 1.0 -2.0 2.0
0.0 1.0 0.0 1.0 2.0 -2.0
0.0 1.0 0.0 1.0 2.0 2.0
[vertex shader]
struct vertex
{
struct
{
float4 texcoord : texcoord;
float4 pos : sv_position;
} m;
};
void main(inout struct vertex v)
{
}
[pixel shader]
struct input
{
struct
{
float4 pos : sv_position;
float4 texcoord : texcoord;
} m;
};
@ -18,12 +43,10 @@ struct output
struct output main(struct input i)
{
struct output o;
o.m.color = i.m.pos;
o.m.color = i.m.texcoord;
return o;
}
[test]
draw quad
probe rgba (0, 1) (0.5, 1.5, 0.0, 1.0)
probe rgba (1, 0) (1.5, 0.5, 0.0, 1.0)
probe rgba (3, 5) (3.5, 5.5, 0.0, 1.0)
draw triangle strip 4
probe all rgba (0.0, 1.0, 0.0, 1.0)