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tests/hlsl: Add GatherCmp() tests.
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Notes:
Henri Verbeet
2024-12-18 17:38:58 +01:00
Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1309
@ -137,6 +137,7 @@ vkd3d_shader_tests = \
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tests/hlsl/function.shader_test \
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tests/hlsl/fwidth.shader_test \
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tests/hlsl/fxgroup-syntax.shader_test \
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tests/hlsl/gather-cmp.shader_test \
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tests/hlsl/gather-offset.shader_test \
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tests/hlsl/gather.shader_test \
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tests/hlsl/geometry.shader_test \
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105
tests/hlsl/gather-cmp.shader_test
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105
tests/hlsl/gather-cmp.shader_test
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@ -0,0 +1,105 @@
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[require]
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shader model >= 5.0
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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comparison equal
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[srv 0]
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format r32-float-shadow
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size (2d, 3, 3)
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0.0 0.0 0.0
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0.4 0.1 0.0
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0.5 0.0 0.2
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[pixel shader todo]
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SamplerComparisonState s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.GatherCmp(s, float2(0.2, 0.2), 0.1, int2(0, 0));
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 1.0, 0.0, 0.0)
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[pixel shader todo]
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SamplerComparisonState s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.GatherCmpRed(s, float2(0.6, 0.6), 0.1, int2(0, 0));
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 0.0, 0.0, 1.0)
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[pixel shader todo]
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SamplerComparisonState s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.GatherCmpGreen(s, float2(0.2, 0.2), 0.1, int2(0, 0));
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 1.0, 0.0, 0.0)
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[pixel shader todo]
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SamplerComparisonState s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.GatherCmpGreen(s, float2(0.8, 0.8), 0.2, int2(0, 0));
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 1.0, 0.0, 0.0)
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[pixel shader todo]
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SamplerComparisonState s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.GatherCmpGreen(s, float2(0.2, 0.2), 0.1, int2(0, 0), int2(0, 0), int2(0, 0), int2(0, 0));
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 1.0, 0.0, 0.0)
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[pixel shader todo]
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SamplerComparisonState s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.GatherCmpBlue(s, float2(0.2, 0.8), 0.5, int2(0, 0));
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0) rgba(1.0, 0.0, 0.0, 0.0)
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[pixel shader todo]
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SamplerComparisonState s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.GatherCmpAlpha(s, float2(0.2, 0.8), 0.4, int2(0, 0));
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 0.0, 0.0, 1.0)
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