vkd3d-shader/glsl: Implement VKD3DSIH_LD.

This commit is contained in:
Henri Verbeet 2024-05-06 14:00:58 +02:00
parent 0e50825b83
commit eb10f0897e
Notes: Henri Verbeet 2024-10-03 19:35:31 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1143
11 changed files with 377 additions and 40 deletions

View File

@ -18,6 +18,13 @@
#include "vkd3d_shader_private.h"
struct glsl_resource_type_info
{
size_t coord_size;
bool shadow;
const char *sampler_type;
};
struct glsl_src
{
struct vkd3d_string_buffer *str;
@ -52,6 +59,7 @@ struct vkd3d_glsl_generator
const struct vkd3d_shader_interface_info *interface_info;
const struct vkd3d_shader_descriptor_offset_info *offset_info;
const struct vkd3d_shader_scan_descriptor_info1 *descriptor_info;
const struct vkd3d_shader_scan_combined_resource_sampler_info *combined_sampler_info;
};
static void VKD3D_PRINTF_FUNC(3, 4) vkd3d_glsl_compiler_error(
@ -87,11 +95,81 @@ static const char *shader_glsl_get_prefix(enum vkd3d_shader_type type)
}
}
static const struct glsl_resource_type_info *shader_glsl_get_resource_type_info(enum vkd3d_shader_resource_type t)
{
static const struct glsl_resource_type_info info[] =
{
{0, 0, "samplerNone"}, /* VKD3D_SHADER_RESOURCE_NONE */
{1, 0, "samplerBuffer"}, /* VKD3D_SHADER_RESOURCE_BUFFER */
{1, 1, "sampler1D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_1D */
{2, 1, "sampler2D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2D */
{2, 0, "sampler2DMS"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DMS */
{3, 0, "sampler3D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_3D */
{3, 1, "samplerCube"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_CUBE */
{2, 1, "sampler1DArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
{3, 1, "sampler2DArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
{3, 0, "sampler2DMSArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
{4, 1, "samplerCubeArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
};
if (!t || t >= ARRAY_SIZE(info))
return NULL;
return &info[t];
}
static const struct vkd3d_shader_descriptor_info1 *shader_glsl_get_descriptor(struct vkd3d_glsl_generator *gen,
enum vkd3d_shader_descriptor_type type, unsigned int idx, unsigned int space)
{
const struct vkd3d_shader_scan_descriptor_info1 *info = gen->descriptor_info;
for (unsigned int i = 0; i < info->descriptor_count; ++i)
{
const struct vkd3d_shader_descriptor_info1 *d = &info->descriptors[i];
if (d->type == type && d->register_space == space && d->register_index == idx)
return d;
}
return NULL;
}
static const struct vkd3d_shader_descriptor_info1 *shader_glsl_get_descriptor_by_id(
struct vkd3d_glsl_generator *gen, enum vkd3d_shader_descriptor_type type, unsigned int id)
{
const struct vkd3d_shader_scan_descriptor_info1 *info = gen->descriptor_info;
for (unsigned int i = 0; i < info->descriptor_count; ++i)
{
const struct vkd3d_shader_descriptor_info1 *d = &info->descriptors[i];
if (d->type == type && d->register_id == id)
return d;
}
return NULL;
}
static void shader_glsl_print_indent(struct vkd3d_string_buffer *buffer, unsigned int indent)
{
vkd3d_string_buffer_printf(buffer, "%*s", 4 * indent, "");
}
static void shader_glsl_print_combined_sampler_name(struct vkd3d_string_buffer *buffer,
struct vkd3d_glsl_generator *gen, unsigned int resource_index,
unsigned int resource_space, unsigned int sampler_index, unsigned int sampler_space)
{
vkd3d_string_buffer_printf(buffer, "%s_t_%u", gen->prefix, resource_index);
if (resource_space)
vkd3d_string_buffer_printf(buffer, "_%u", resource_space);
if (sampler_index != VKD3D_SHADER_DUMMY_SAMPLER_INDEX)
{
vkd3d_string_buffer_printf(buffer, "_s_%u", sampler_index);
if (sampler_space)
vkd3d_string_buffer_printf(buffer, "_%u", sampler_space);
}
}
static void shader_glsl_print_register_name(struct vkd3d_string_buffer *buffer,
struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_register *reg)
{
@ -360,14 +438,12 @@ static uint32_t glsl_dst_init(struct glsl_dst *glsl_dst, struct vkd3d_glsl_gener
return write_mask;
}
static void VKD3D_PRINTF_FUNC(3, 4) shader_glsl_print_assignment(
struct vkd3d_glsl_generator *gen, struct glsl_dst *dst, const char *format, ...)
static void VKD3D_PRINTF_FUNC(4, 0) shader_glsl_vprint_assignment(struct vkd3d_glsl_generator *gen,
struct glsl_dst *dst, enum vkd3d_data_type data_type, const char *format, va_list args)
{
const struct vkd3d_shader_register *dst_reg = &dst->vsir->reg;
struct vkd3d_string_buffer *buffer = gen->buffer;
uint32_t modifiers = dst->vsir->modifiers;
bool close = true;
va_list args;
if (dst->vsir->shift)
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
@ -381,11 +457,11 @@ static void VKD3D_PRINTF_FUNC(3, 4) shader_glsl_print_assignment(
if (modifiers & VKD3DSPDM_SATURATE)
vkd3d_string_buffer_printf(buffer, "clamp(");
switch (dst_reg->data_type)
switch (data_type)
{
default:
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled destination register data type %#x.", dst_reg->data_type);
"Internal compiler error: Unhandled destination register data type %#x.", data_type);
/* fall through */
case VKD3D_DATA_FLOAT:
close = false;
@ -398,9 +474,7 @@ static void VKD3D_PRINTF_FUNC(3, 4) shader_glsl_print_assignment(
break;
}
va_start(args, format);
vkd3d_string_buffer_vprintf(buffer, format, args);
va_end(args);
if (close)
vkd3d_string_buffer_printf(buffer, ")");
@ -409,6 +483,26 @@ static void VKD3D_PRINTF_FUNC(3, 4) shader_glsl_print_assignment(
vkd3d_string_buffer_printf(buffer, ";\n");
}
static void VKD3D_PRINTF_FUNC(3, 4) shader_glsl_print_assignment(
struct vkd3d_glsl_generator *gen, struct glsl_dst *dst, const char *format, ...)
{
va_list args;
va_start(args, format);
shader_glsl_vprint_assignment(gen, dst, dst->vsir->reg.data_type, format, args);
va_end(args);
}
static void VKD3D_PRINTF_FUNC(4, 5) shader_glsl_print_assignment_ext(struct vkd3d_glsl_generator *gen,
struct glsl_dst *dst, enum vkd3d_data_type data_type, const char *format, ...)
{
va_list args;
va_start(args, format);
shader_glsl_vprint_assignment(gen, dst, data_type, format, args);
va_end(args);
}
static void shader_glsl_unhandled(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
shader_glsl_print_indent(gen->buffer, gen->indent);
@ -561,6 +655,78 @@ static void shader_glsl_endif(struct vkd3d_glsl_generator *gen)
vkd3d_string_buffer_printf(gen->buffer, "}\n");
}
static void shader_glsl_ld(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
const struct glsl_resource_type_info *resource_type_info;
unsigned int resource_id, resource_idx, resource_space;
const struct vkd3d_shader_descriptor_info1 *d;
enum vkd3d_shader_component_type sampled_type;
enum vkd3d_shader_resource_type resource_type;
struct vkd3d_string_buffer *fetch;
enum vkd3d_data_type data_type;
struct glsl_src coord, lod;
struct glsl_dst dst;
uint32_t coord_mask;
if (vkd3d_shader_instruction_has_texel_offset(ins))
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled texel fetch offset.");
if (ins->src[1].reg.idx[0].rel_addr || ins->src[1].reg.idx[1].rel_addr)
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_UNSUPPORTED,
"Descriptor indexing is not supported.");
resource_id = ins->src[1].reg.idx[0].offset;
resource_idx = ins->src[1].reg.idx[1].offset;
if ((d = shader_glsl_get_descriptor_by_id(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_SRV, resource_id)))
{
resource_type = d->resource_type;
resource_space = d->register_space;
sampled_type = vkd3d_component_type_from_resource_data_type(d->resource_data_type);
data_type = vkd3d_data_type_from_component_type(sampled_type);
}
else
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Undeclared resource descriptor %u.", resource_id);
resource_space = 0;
resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2D;
data_type = VKD3D_DATA_FLOAT;
}
if ((resource_type_info = shader_glsl_get_resource_type_info(resource_type)))
{
coord_mask = vkd3d_write_mask_from_component_count(resource_type_info->coord_size);
}
else
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled resource type %#x.", resource_type);
coord_mask = vkd3d_write_mask_from_component_count(2);
}
glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
glsl_src_init(&coord, gen, &ins->src[0], coord_mask);
glsl_src_init(&lod, gen, &ins->src[0], VKD3DSP_WRITEMASK_3);
fetch = vkd3d_string_buffer_get(&gen->string_buffers);
vkd3d_string_buffer_printf(fetch, "texelFetch(");
shader_glsl_print_combined_sampler_name(fetch, gen, resource_idx,
resource_space, VKD3D_SHADER_DUMMY_SAMPLER_INDEX, 0);
vkd3d_string_buffer_printf(fetch, ", %s", coord.str->buffer);
if (resource_type != VKD3D_SHADER_RESOURCE_BUFFER)
vkd3d_string_buffer_printf(fetch, ", %s", lod.str->buffer);
vkd3d_string_buffer_printf(fetch, ")");
shader_glsl_print_swizzle(fetch, ins->src[1].swizzle, ins->dst[0].write_mask);
shader_glsl_print_assignment_ext(gen, &dst, data_type, "%s", fetch->buffer);
vkd3d_string_buffer_release(&gen->string_buffers, fetch);
glsl_src_cleanup(&lod, &gen->string_buffers);
glsl_src_cleanup(&coord, &gen->string_buffers);
glsl_dst_cleanup(&dst, &gen->string_buffers);
}
static void shader_glsl_unary_op(struct vkd3d_glsl_generator *gen,
const struct vkd3d_shader_instruction *ins, const char *op)
{
@ -849,6 +1015,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
case VKD3DSIH_UTOF:
shader_glsl_cast(gen, ins, "float", "vec");
break;
case VKD3DSIH_LD:
shader_glsl_ld(gen, ins);
break;
case VKD3DSIH_LOG:
shader_glsl_intrinsic(gen, ins, "log2");
break;
@ -1012,8 +1181,156 @@ static void shader_glsl_generate_cbv_declaration(struct vkd3d_glsl_generator *ge
binding->binding, prefix, cbv->register_id, prefix, cbv->register_id, size);
}
static bool shader_glsl_get_combined_sampler_binding(const struct vkd3d_glsl_generator *gen,
const struct vkd3d_shader_combined_resource_sampler_info *crs,
enum vkd3d_shader_resource_type resource_type, unsigned int *binding_idx)
{
const struct vkd3d_shader_interface_info *interface_info = gen->interface_info;
const struct vkd3d_shader_combined_resource_sampler *s;
enum vkd3d_shader_binding_flag resource_type_flag;
unsigned int i;
if (!interface_info)
return false;
resource_type_flag = resource_type == VKD3D_SHADER_RESOURCE_BUFFER
? VKD3D_SHADER_BINDING_FLAG_BUFFER : VKD3D_SHADER_BINDING_FLAG_IMAGE;
for (i = 0; i < interface_info->combined_sampler_count; ++i)
{
s = &interface_info->combined_samplers[i];
if (s->resource_space != crs->resource_space)
continue;
if (s->resource_index != crs->resource_index)
continue;
if (crs->sampler_index != VKD3D_SHADER_DUMMY_SAMPLER_INDEX)
{
if (s->sampler_space != crs->sampler_space)
continue;
if (s->sampler_index != crs->sampler_index)
continue;
}
if (!shader_glsl_check_shader_visibility(gen, s->shader_visibility))
continue;
if (!(s->flags & resource_type_flag))
continue;
*binding_idx = i;
return true;
}
return false;
}
static void shader_glsl_generate_sampler_declaration(struct vkd3d_glsl_generator *gen,
const struct vkd3d_shader_combined_resource_sampler_info *crs)
{
const struct vkd3d_shader_descriptor_info1 *sampler, *srv;
const struct glsl_resource_type_info *resource_type_info;
const struct vkd3d_shader_descriptor_binding *binding;
struct vkd3d_string_buffer *buffer = gen->buffer;
enum vkd3d_shader_component_type component_type;
const char *sampler_type, *sampler_type_prefix;
unsigned int binding_idx;
bool shadow = false;
if (crs->sampler_index != VKD3D_SHADER_DUMMY_SAMPLER_INDEX)
{
if (!(sampler = shader_glsl_get_descriptor(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER,
crs->sampler_index, crs->sampler_space)))
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: No descriptor found for sampler %u, space %u.",
crs->sampler_index, crs->sampler_space);
return;
}
shadow = sampler->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE;
}
if (!(srv = shader_glsl_get_descriptor(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_SRV,
crs->resource_index, crs->resource_space)))
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: No descriptor found for resource %u, space %u.",
crs->resource_index, crs->resource_space);
return;
}
if ((resource_type_info = shader_glsl_get_resource_type_info(srv->resource_type)))
{
sampler_type = resource_type_info->sampler_type;
if (shadow && !resource_type_info->shadow)
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_UNSUPPORTED,
"Comparison samplers are not supported with resource type %#x.", srv->resource_type);
}
else
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled resource type %#x for combined resource/sampler "
"for resource %u, space %u and sampler %u, space %u.", srv->resource_type,
crs->resource_index, crs->resource_space, crs->sampler_index, crs->sampler_space);
sampler_type = "<unhandled sampler type>";
}
switch ((component_type = vkd3d_component_type_from_resource_data_type(srv->resource_data_type)))
{
case VKD3D_SHADER_COMPONENT_UINT:
sampler_type_prefix = "u";
break;
case VKD3D_SHADER_COMPONENT_INT:
sampler_type_prefix = "i";
break;
case VKD3D_SHADER_COMPONENT_FLOAT:
sampler_type_prefix = "";
break;
default:
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled component type %#x for combined resource/sampler "
"for resource %u, space %u and sampler %u, space %u.", component_type,
crs->resource_index, crs->resource_space, crs->sampler_index, crs->sampler_space);
sampler_type_prefix = "";
break;
}
if (!shader_glsl_get_combined_sampler_binding(gen, crs, srv->resource_type, &binding_idx))
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_BINDING_NOT_FOUND,
"No descriptor binding specified for combined resource/sampler "
"for resource %u, space %u and sampler %u, space %u.",
crs->resource_index, crs->resource_space, crs->sampler_index, crs->sampler_space);
return;
}
binding = &gen->interface_info->combined_samplers[binding_idx].binding;
if (binding->set != 0)
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_BINDING_NOT_FOUND,
"Unsupported binding set %u specified for combined resource/sampler "
"for resource %u, space %u and sampler %u, space %u.", binding->set,
crs->resource_index, crs->resource_space, crs->sampler_index, crs->sampler_space);
return;
}
if (binding->count != 1)
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_BINDING_NOT_FOUND,
"Unsupported binding count %u specified for combined resource/sampler "
"for resource %u, space %u and sampler %u, space %u.", binding->count,
crs->resource_index, crs->resource_space, crs->sampler_index, crs->sampler_space);
return;
}
vkd3d_string_buffer_printf(buffer, "layout(binding = %u) uniform %s%s%s ",
binding->binding, sampler_type_prefix, sampler_type, shadow ? "Shadow" : "");
shader_glsl_print_combined_sampler_name(buffer, gen, crs->resource_index,
crs->resource_space, crs->sampler_index, crs->sampler_space);
vkd3d_string_buffer_printf(buffer, ";\n");
}
static void shader_glsl_generate_descriptor_declarations(struct vkd3d_glsl_generator *gen)
{
const struct vkd3d_shader_scan_combined_resource_sampler_info *sampler_info = gen->combined_sampler_info;
const struct vkd3d_shader_scan_descriptor_info1 *info = gen->descriptor_info;
const struct vkd3d_shader_descriptor_info1 *descriptor;
unsigned int i;
@ -1024,6 +1341,11 @@ static void shader_glsl_generate_descriptor_declarations(struct vkd3d_glsl_gener
switch (descriptor->type)
{
case VKD3D_SHADER_DESCRIPTOR_TYPE_SRV:
case VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER:
/* GLSL uses combined resource/sampler descriptors.*/
break;
case VKD3D_SHADER_DESCRIPTOR_TYPE_CBV:
shader_glsl_generate_cbv_declaration(gen, descriptor);
break;
@ -1035,6 +1357,10 @@ static void shader_glsl_generate_descriptor_declarations(struct vkd3d_glsl_gener
break;
}
}
for (i = 0; i < sampler_info->combined_sampler_count; ++i)
{
shader_glsl_generate_sampler_declaration(gen, &sampler_info->combined_samplers[i]);
}
if (info->descriptor_count)
vkd3d_string_buffer_printf(gen->buffer, "\n");
}
@ -1259,6 +1585,7 @@ static void shader_glsl_init_limits(struct vkd3d_glsl_generator *gen, const stru
static void vkd3d_glsl_generator_init(struct vkd3d_glsl_generator *gen,
struct vsir_program *program, const struct vkd3d_shader_compile_info *compile_info,
const struct vkd3d_shader_scan_descriptor_info1 *descriptor_info,
const struct vkd3d_shader_scan_combined_resource_sampler_info *combined_sampler_info,
struct vkd3d_shader_message_context *message_context)
{
enum vkd3d_shader_type type = program->shader_version.type;
@ -1282,10 +1609,12 @@ static void vkd3d_glsl_generator_init(struct vkd3d_glsl_generator *gen,
gen->interface_info = vkd3d_find_struct(compile_info->next, INTERFACE_INFO);
gen->offset_info = vkd3d_find_struct(compile_info->next, DESCRIPTOR_OFFSET_INFO);
gen->descriptor_info = descriptor_info;
gen->combined_sampler_info = combined_sampler_info;
}
int glsl_compile(struct vsir_program *program, uint64_t config_flags,
const struct vkd3d_shader_scan_descriptor_info1 *descriptor_info,
const struct vkd3d_shader_scan_combined_resource_sampler_info *combined_sampler_info,
const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context)
{
@ -1295,7 +1624,8 @@ int glsl_compile(struct vsir_program *program, uint64_t config_flags,
if ((ret = vsir_program_transform(program, config_flags, compile_info, message_context)) < 0)
return ret;
vkd3d_glsl_generator_init(&generator, program, compile_info, descriptor_info, message_context);
vkd3d_glsl_generator_init(&generator, program, compile_info,
descriptor_info, combined_sampler_info, message_context);
ret = vkd3d_glsl_generator_generate(&generator, out);
vkd3d_glsl_generator_cleanup(&generator);

View File

@ -1620,6 +1620,7 @@ int vsir_program_compile(struct vsir_program *program, uint64_t config_flags,
const struct vkd3d_shader_compile_info *compile_info, struct vkd3d_shader_code *out,
struct vkd3d_shader_message_context *message_context)
{
struct vkd3d_shader_scan_combined_resource_sampler_info combined_sampler_info;
struct vkd3d_shader_scan_descriptor_info1 scan_descriptor_info;
struct vkd3d_shader_compile_info scan_info;
int ret;
@ -1633,10 +1634,14 @@ int vsir_program_compile(struct vsir_program *program, uint64_t config_flags,
break;
case VKD3D_SHADER_TARGET_GLSL:
combined_sampler_info.type = VKD3D_SHADER_STRUCTURE_TYPE_SCAN_COMBINED_RESOURCE_SAMPLER_INFO;
combined_sampler_info.next = scan_info.next;
scan_info.next = &combined_sampler_info;
if ((ret = vsir_program_scan(program, &scan_info, message_context, &scan_descriptor_info)) < 0)
return ret;
ret = glsl_compile(program, config_flags, &scan_descriptor_info,
compile_info, out, message_context);
&combined_sampler_info, compile_info, out, message_context);
vkd3d_shader_free_scan_combined_resource_sampler_info(&combined_sampler_info);
vkd3d_shader_free_scan_descriptor_info1(&scan_descriptor_info);
break;

View File

@ -173,6 +173,7 @@ enum vkd3d_shader_error
VKD3D_SHADER_ERROR_GLSL_INTERNAL = 6000,
VKD3D_SHADER_ERROR_GLSL_BINDING_NOT_FOUND = 6001,
VKD3D_SHADER_ERROR_GLSL_UNSUPPORTED = 6002,
VKD3D_SHADER_ERROR_D3DBC_UNEXPECTED_EOF = 7000,
VKD3D_SHADER_ERROR_D3DBC_INVALID_VERSION_TOKEN = 7001,
@ -1599,6 +1600,7 @@ int shader_parse_input_signature(const struct vkd3d_shader_code *dxbc,
int glsl_compile(struct vsir_program *program, uint64_t config_flags,
const struct vkd3d_shader_scan_descriptor_info1 *descriptor_info,
const struct vkd3d_shader_scan_combined_resource_sampler_info *combined_sampler_info,
const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context);

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@ -627,7 +627,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
@ -858,7 +858,7 @@ uniform 4 float4 4.0 5.0 6.0 7.0
uniform 8 float4 8.0 9.0 10.0 11.0
uniform 12 float4 12.0 13.0 14.0 15.0
uniform 16 float4 16.0 17.0 18.0 19.0
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (124.0, 135.0, 146.0, 150.5)
[require]

View File

@ -25,7 +25,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.1)
@ -48,7 +48,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (31.1, 41.1, 51.1, 61.1) 1

View File

@ -22,10 +22,10 @@ float4 main() : sv_target
[test]
uniform 0 uint 0
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0)
uniform 0 uint 1
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)
[pixel shader fail]
@ -47,5 +47,5 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0)

View File

@ -111,7 +111,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (312, 312, 312, 111)
@ -134,7 +134,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (2132, 2132, 2132, 1111)

View File

@ -34,7 +34,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (41.0, 41.0, 41.0, 1089.0)
@ -50,7 +50,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 99.0)
@ -65,7 +65,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 99.0)
@ -84,7 +84,7 @@ shader model >= 4.0
shader model < 6.0
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 99.0)
[require]
@ -110,7 +110,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 99.0)
[pixel shader]
@ -123,7 +123,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (4.0, 4.0, 4.0, 99.0)
@ -139,7 +139,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 99.0)
@ -154,7 +154,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (2.0, 2.0, 2.0, 99.0)
@ -168,7 +168,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (2.0, 2.0, 2.0, 99.0)
@ -241,5 +241,5 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 99.0)

View File

@ -26,7 +26,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (1, 1, 1, 99)
% Bracket syntax for registers. Ignored in SM>=6.
@ -39,7 +39,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
if(sm>=6) probe (0, 0) rgba (0, 0, 0, 99)
if(sm<6) probe (0, 0) rgba (1, 1, 1, 99)
@ -52,7 +52,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (1, 1, 1, 99)

View File

@ -23,7 +23,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 100 200 300 400
uniform 4 float4 1000 2000 3000 4000
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (200, 3000, 4, 7)
@ -40,7 +40,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 100 200 300 400
uniform 4 float4 1000 2000 3000 4000
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (4000.0, 8.0, 9.0, 10.0)
@ -88,7 +88,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0)
@ -101,7 +101,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (8.0, 9.0, 10.0, 11.0)
@ -138,10 +138,10 @@ float4 main() : sv_target
[test]
uniform 0 int 2
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (8.0, 9.0, 10.0, 11.0)
uniform 0 int 0
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (0.0, 1.0, 2.0, 3.0)

View File

@ -48,7 +48,7 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (0.8, -3.0, 4294967295.0, 123.0)
% lowercase 'texture2D'
@ -65,5 +65,5 @@ float4 main() : sv_target
}
[test]
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (0.8, -3.0, 4294967295.0, 123.0)