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tests: Test discontiguous signature masks with SM<4 shaders.
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Henri Verbeet
2024-10-17 17:39:22 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1183
@ -123,3 +123,38 @@ todo probe (5, 0) rgba ( 7.0, 18.0, 19.0, 0.0)
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todo probe (6, 0) rgba (27.0, 28.0, 0.0, 0.0)
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todo probe (7, 0) rgba ( 8.0, 9.0, 10.0, 11.0)
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todo probe (8, 0) rgba (23.0, 24.0, 25.0, 0.0)
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[require]
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shader model >= 3.0
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[input layout]
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0 r32g32-float POSITION
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[vb 0]
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-1.0 -1.0
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-1.0 3.0
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3.0 -1.0
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[vertex shader]
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void main(float2 in_pos : POSITION, out float4 pos : SV_Position, out float4 color : COLOR)
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{
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pos = float4(in_pos, 0.0f, 1.0f);
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color = float4(1.0f, 2.0f, 3.0f, 4.0f);
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}
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[pixel shader]
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% The point of this test is to check that signature masks are handled correctly
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% when they are not contiguous, so we attempt reading only component .xw from
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% `color'. This happens when the shader is compiled by native, but not by us,
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% currently, so it's not very useful for the moment. I'm leaving it anyway
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% so that it either becomes useful when our HLSL compiler becomes more optimized
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% or can be eventually rewritten in assembly/bytecode when the shader runner
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% supports that.
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float4 main(float4 pos : SV_Position, float4 color : COLOR) : SV_Target
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{
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return float4(color.x, 10.0f, 11.0f, color.w);
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}
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[test]
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draw triangle list 3
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todo(sm<4) probe (0, 0) rgba (1.0, 10.0, 11.0, 4.0)
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