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tests: Add additional sampler allocation tests for SM1.
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Notes:
Henri Verbeet
2024-12-10 15:58:19 +01:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1303
@ -15,6 +15,18 @@ address clamp clamp clamp
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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 linear linear linear
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address clamp clamp clamp
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[sampler 5]
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filter linear linear linear
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address clamp clamp clamp
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[srv 0]
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size (2d, 2, 2)
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0.0 0.0 0.0 1.0 0.0 1.0 0.0 1.0
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@ -36,6 +48,11 @@ size (2d, 1, 1)
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size (2d, 1, 1)
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4.0 4.0 4.0 1.0
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[srv 5]
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size (2d, 1, 1)
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5.0 5.0 5.0 1.0
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[pixel shader]
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sampler sam;
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@ -167,6 +184,48 @@ todo(msl) draw quad
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probe (0, 0) rgba (1, 1, 1, 11)
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[pixel shader]
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sampler samA;
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sampler samB;
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sampler samC;
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texture2D tex;
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float4 main() : sv_target
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{
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return 100000 * tex2D(samB, float2(0, 0))
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+ 10000 * tex2D(samC, float2(0, 0))
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+ 1000 * tex2D(samA, float2(0, 0))
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+ 100 * tex.Sample(samA, float2(0, 0))
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+ 10 * tex.Sample(samC, float2(0, 0))
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+ tex.Sample(samB, float2(0, 0));
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}
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[test]
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todo(msl) draw quad
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if(sm<4) todo probe (0, 0) rgba(453021, 453021, 453021, 111111)
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if(sm>=4) probe (0, 0) rgba(12333, 12333, 12333, 111111)
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[pixel shader todo(sm<4)]
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Texture2D texA;
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sampler samA[2];
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Texture2D texB[2];
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sampler samB;
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float4 main() : sv_target
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{
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return 1000 * texA.Sample(samA[0], float2(0, 0))
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+ 100 * tex2D(samA[1], float2(0, 0))
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+ 10 * tex2D(samB, float2(0, 0))
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+ texB[1].Sample(samB, float2(0, 0));
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}
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[test]
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todo(sm<4 | msl) draw quad
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if(sm<4) probe (0, 0) rgba(4351, 4351, 4351, 1111)
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if(sm>=4) probe (0, 0) rgba(3125, 3125, 3125, 1111)
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[require]
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shader model >= 5.0
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shader model < 6.0
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