tests: Make ddx() and ddy() test behave correctly for shader models < 4.

This commit is contained in:
Francisco Casas 2023-06-19 10:40:57 -04:00 committed by Alexandre Julliard
parent 62e9b86697
commit f0584cad62
Notes: Alexandre Julliard 2023-07-04 23:24:52 +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/224

View File

@ -1,3 +1,6 @@
[require]
shader model >= 3.0
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
@ -8,9 +11,15 @@ float4 main(float4 pos : sv_position) : sv_target
draw quad
probe all rgba (1.0, 1.0, 0.0, 0.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
// Shader models < 4 don't add 0.5 to sv_position, so this adjustment is required to get the
// same outputs.
pos.x = floor(pos.x) + 0.5;
pos.y = floor(pos.y) + 0.5;
pos /= 10.0;
float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
return float4(nonlinear, ddx(nonlinear), ddy(nonlinear), 0.0);