[require] shader model >= 4.0 [input layout] 0 r32g32b32a32-float texcoord [vb 0] 0.0 1.0 0.0 1.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 1.0 [vertex shader] void main(uint id : sv_vertexid, nointerpolation inout float4 t : texcoord, out float4 pos : sv_position) { float2 coords = float2((id << 1) & 2, id & 2); pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); } [pixel shader] float4 main(nointerpolation float4 t : texcoord) : sv_target { return t; } [test] todo(msl) draw triangle list 3 probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0) [vertex shader] struct ps_input { nointerpolation float4 t : texcoord; }; void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position) { float2 coords = float2((id << 1) & 2, id & 2); pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); } [pixel shader] struct ps_input { nointerpolation float4 t : texcoord; }; float4 main(ps_input input) : sv_target { return input.t; } [test] todo(msl) draw triangle list 3 probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0) [vertex shader] struct ps_input { nointerpolation float4 t : texcoord; }; void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position) { float2 coords = float2((id << 1) & 2, id & 2); pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); } [pixel shader] struct ps_input { float4 t : texcoord; }; float4 main(nointerpolation ps_input input) : sv_target { return input.t; } [test] todo(msl) draw triangle list 3 probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0) [vertex shader] struct ps_input { nointerpolation float4 t : texcoord; }; void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position) { float2 coords = float2((id << 1) & 2, id & 2); pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); } [pixel shader] struct ps_input { nointerpolation float4 t : texcoord; }; float4 main(centroid ps_input input) : sv_target { return input.t; } [test] todo(msl) draw triangle list 3 probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0) [vertex shader] struct ps_input { nointerpolation float4 t : texcoord; }; void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position) { float2 coords = float2((id << 1) & 2, id & 2); pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); } [pixel shader] struct ps_input { centroid float4 t : texcoord; }; float4 main(nointerpolation ps_input input) : sv_target { return input.t; } [require] shader model >= 4.0 shader model < 6.0 [test] todo(msl) draw triangle list 3 probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0) % Centroid for SM 6. [require] shader model >= 6.0 [test] draw triangle list 3 probe (320,240) rgba (0.250390589, 0.499088615, 0.250520796, 1.0) 4 [require] shader model >= 4.0 [vertex shader fail todo] struct ps_input { nointerpolation centroid float4 t : texcoord; }; void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position) { float2 coords = float2((id << 1) & 2, id & 2); pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); } [vertex shader] struct ps_input { nointerpolation float4 t : texcoord; }; void main(uint id : sv_vertexid, inout centroid ps_input input, out float4 pos : sv_position) { float2 coords = float2((id << 1) & 2, id & 2); pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); }