vkd3d-shader/hlsl: Implement tex2Dbias().

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56701
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov
2024-05-21 18:18:11 +02:00
committed by Henri Verbeet
parent f0cd35b40d
commit ccbe36fb8d
Notes: Henri Verbeet 2024-06-11 17:09:30 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/876
2 changed files with 41 additions and 2 deletions

View File

@@ -42,3 +42,31 @@ probe all rgba (4.0, 0.0, 10.0, 0.0)
uniform 0 float4 8.5 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 10.0, 0.0)
[require]
shader model >= 3.0
options: backcompat
[pixel shader todo(sm<4) fail(sm>=6)]
sampler s;
float bias;
float4 main(float2 coord : texcoord) : sv_target
{
/* Choice of initial mipmap level is hardware-dependent, and in practice
* varies too much to be reasonably covered by ULPS. Quantize instead. */
return floor(tex2Dbias(s, float4(coord, 0, bias)) * 10);
}
[test]
uniform 0 float4 6.5 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (10.0, 0.0, 10.0, 0.0)
uniform 0 float4 7.5 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (4.0, 0.0, 10.0, 0.0)
uniform 0 float4 8.5 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 10.0, 0.0)