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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>
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@ -1,7 +1,13 @@
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[pixel shader]
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float4 main(float4 pos : SV_POSITION) : SV_TARGET
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[vertex shader]
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void main(out float tex : texcoord, inout float4 pos : sv_position)
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{
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if(pos.x > 200.0)
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tex = pos.x;
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}
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[pixel shader]
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float4 main(float tex : texcoord) : SV_TARGET
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{
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if (tex > 0.0)
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return float4(0.1, 0.2, 0.3, 0.4);
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else
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return float4(0.9, 0.8, 0.7, 0.6);
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@ -9,5 +15,5 @@ float4 main(float4 pos : SV_POSITION) : SV_TARGET
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[test]
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draw quad
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probe rect rgba (0, 0, 200, 480) (0.9, 0.8, 0.7, 0.6)
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probe rect rgba (200, 0, 640, 480) (0.1, 0.2, 0.3, 0.4)
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probe rect rgba ( 0, 0, 319, 480) (0.9, 0.8, 0.7, 0.6)
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probe rect rgba (321, 0, 640, 480) (0.1, 0.2, 0.3, 0.4)
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@ -1,14 +1,20 @@
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[vertex shader]
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void main(out float tex : texcoord, inout float4 pos : sv_position)
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{
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tex = pos.x;
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}
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[pixel shader]
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float4 main(float4 pos : SV_POSITION) : SV_TARGET
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float4 main(float tex : texcoord) : sv_target
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{
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int i;
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float x = 0.0;
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for (i = 0; i < 10; i++)
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{
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x += i;
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if (pos.x == 1.5 && i == 5)
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if (tex > 0.5 && i == 5)
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break;
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if (pos.x == 2.5 && i >= 7)
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if (tex > -0.5 && i >= 7)
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continue;
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x -= 1;
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}
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@ -17,6 +23,6 @@ float4 main(float4 pos : SV_POSITION) : SV_TARGET
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[test]
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draw quad
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probe rgba (0, 0) (10.0, 35.0, 0.0, 0.0)
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probe rgba (1, 0) (5.0, 10.0, 0.0, 0.0)
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probe rgba (2, 0) (10.0, 38.0, 0.0, 0.0)
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probe rect rgba ( 0, 0, 159, 480) (10.0, 35.0, 0.0, 0.0)
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probe rect rgba (161, 0, 479, 480) (10.0, 38.0, 0.0, 0.0)
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probe rect rgba (481, 0, 640, 480) ( 5.0, 10.0, 0.0, 0.0)
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@ -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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@ -1,7 +1,14 @@
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[pixel shader]
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float4 main(float4 pos : SV_POSITION) : SV_TARGET
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[vertex shader]
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void main(out float tex : texcoord, inout float4 pos : sv_position)
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{
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return float4(sin(pos.x - 0.5), cos(pos.x - 0.5), 0, 0);
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tex = (pos.x + 1) * 320;
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}
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[pixel shader]
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float4 main(float tex : texcoord) : sv_target
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{
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tex = floor(tex + 0.25);
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return float4(sin(tex), cos(tex), 0, 0);
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}
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[test]
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@ -17,7 +24,7 @@ probe rgba ( 7, 0) ( 0.65698660, 0.75390225, 0.0, 0.0) 1024
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probe rgba ( 8, 0) ( 0.98935825, -0.14550003, 0.0, 0.0) 1024
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probe rgba ( 9, 0) ( 0.41211849, -0.91113026, 0.0, 0.0) 1024
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probe rgba (10, 0) (-0.54402111, -0.83907153, 0.0, 0.0) 1024
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probe rgba (11, 0) (-0.99999021, 0.00442570, 0.0, 0.0) 1024
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probe rgba (11, 0) (-0.99999021, 0.00442570, 0.0, 0.0) 2048
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probe rgba (12, 0) (-0.53657292, 0.84385396, 0.0, 0.0) 1024
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probe rgba (13, 0) ( 0.42016704, 0.90744678, 0.0, 0.0) 1024
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probe rgba (14, 0) ( 0.99060736, 0.13673722, 0.0, 0.0) 1024
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