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tests: Test register reservations on structs for SM5.
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Notes:
Alexandre Julliard
2023-10-05 22:36:55 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/342
@ -156,3 +156,76 @@ float4 main() : sv_target
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[test]
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[test]
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draw quad
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draw quad
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probe all rgba (2.0, 2.0, 2.0, 99.0)
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probe all rgba (2.0, 2.0, 2.0, 99.0)
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[require]
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shader model >= 5.0
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[texture 0]
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size (2, 2)
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0.0 0.0 0.0 99.0
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0.0 0.0 0.0 99.0
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0.0 0.0 0.0 99.0
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0.0 0.0 0.0 99.0
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[texture 1]
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size (2, 2)
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1.0 1.0 1.0 99.0
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1.0 1.0 1.0 99.0
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0.0 0.0 0.0 99.0
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0.0 0.0 0.0 99.0
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[sampler 0]
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filter point point point
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address clamp clamp clamp
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[sampler 1]
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filter linear linear linear
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address clamp clamp clamp
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% If a struct spans many object register sets and one is reserved, all other used object register sets must be.
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[pixel shader fail todo]
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struct
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{
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Texture2D tex;
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sampler sam;
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} foo : register(t1);
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float4 main() : sv_target
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{
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return foo.tex.Sample(foo.sam, float2(0.4, 0));
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}
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[pixel shader todo]
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struct
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{
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Texture2D tex;
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sampler sam;
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} foo : register(t1) : register(s1);
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float4 main() : sv_target
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{
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return foo.tex.Sample(foo.sam, float2(0, 0.5));
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}
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[test]
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todo draw quad
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todo probe all rgba (0.5, 0.5, 0.5, 99.0)
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[pixel shader]
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struct
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{
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Texture2D tex;
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sampler sam; // unused.
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} foo : register(t1);
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float4 main() : sv_target
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{
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return foo.tex.Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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todo probe all rgba (1.0, 1.0, 1.0, 99.0)
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