mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-09-12 18:50:22 -07:00
163 lines
2.7 KiB
Plaintext
163 lines
2.7 KiB
Plaintext
[pixel shader fail(sm<4 | sm>=6)]
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Texture1D tex1d;
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Texture1DArray tex1da;
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Texture2D tex2d;
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Texture2DMS<float4, 5> tex2dms;
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Texture2DArray tex2da;
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Texture2DMSArray<float4, 5> tex2dmsa;
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Texture3D tex3d;
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float4 main() : sv_target
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{
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uint le1 = tex1d.Length;
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uint2 le2 = tex1da.Length;
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uint2 le3 = tex2d.Length;
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uint2 le4 = tex2dms.Length;
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uint3 le5 = tex2da.Length;
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uint3 le6 = tex2dmsa.Length;
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uint3 le7 = tex3d.Length;
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return le1.xxxx + le2.xyxy + le3.xyxy + le4.xyxy + le5.xyzx + le6.xyzx + le7.xyzx;
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}
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[srv 0]
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size (2d, 2, 3)
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0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
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0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
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0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
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[pixel shader fail(sm<4 | sm>=6)]
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Texture2D t;
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float4 main() : sv_target
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{
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return float4(t.Length, 0, 0);
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}
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[test]
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todo(glsl | msl) draw quad
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probe (0, 0) rgba(2, 3, 0, 0)
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[pixel shader fail(sm<4 | sm>=6)]
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Texture2D t;
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float4 fun(float2 x) { return 1; }
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float4 fun(uint2 x) { return 2; }
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float4 main() : sv_target
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{
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return fun(t.Length); // property is always uint.
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}
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[test]
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draw quad
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probe (0, 0) rgba(2, 2, 2, 2)
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[pixel shader fail]
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TextureCube texcube;
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float4 main() : sv_target
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{
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return texcube.Length.xxxx;
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}
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[pixel shader fail]
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TextureCubeArray texcubearr;
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float4 main() : sv_target
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{
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return texcubearr.Length.xxxx;
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}
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[require]
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shader model >= 5.0
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[pixel shader fail(sm<4 | sm>=6)]
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RWTexture1D<float> tex1d;
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RWTexture1DArray<float> tex1da;
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RWTexture2D<float> tex2d;
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RWTexture2DArray<float> tex2da;
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RWTexture3D<float> tex3d;
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float4 main() : sv_target
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{
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uint le1 = tex1d.Length;
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uint2 le2 = tex1da.Length;
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uint2 le3 = tex2d.Length;
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uint3 le4 = tex2da.Length;
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uint3 le5 = tex3d.Length;
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return le1.xxxx + le2.xyxy + le3.xyxy + le4.xyzx + le5.xyzx;
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}
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[srv 0]
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format r32-float
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size (buffer, 3)
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0.0 0.0 0.0
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[pixel shader fail(sm>=6) todo]
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Buffer<float> buff;
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float4 main() : sv_target
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{
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return float4(buff.Length, 0, 0, 0);
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}
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[test]
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todo draw quad
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probe (0, 0) rgba(3, 0, 0, 0)
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[uav 1]
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format r32-float
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size (2d, 2, 4)
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0.0 0.0
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0.0 0.0
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0.0 0.0
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0.0 0.0
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[pixel shader fail(sm>=6)]
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RWTexture2D<float> t : register(u1);
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float4 main() : sv_target
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{
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return float4(t.Length, 0, 0);
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}
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[test]
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todo(glsl | msl) draw quad
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probe (0, 0) rgba(2, 4, 0, 0)
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[uav 1]
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stride 4
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size (buffer, 5)
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0.0 0.0 0.0 0.0 0.0
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[pixel shader fail(sm>=6) todo]
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RWBuffer<float> buff : register(u1);
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float4 main() : sv_target
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{
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return float4(buff.Length, 0, 0, 0);
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}
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[test]
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todo draw quad
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probe (0, 0) rgba(5, 0, 0, 0)
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[srv 0]
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format r32-float
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size (buffer, 4)
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0.0 0.0 0.0 0.0
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[pixel shader fail(sm>=6) todo]
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StructuredBuffer<float> buff;
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float4 main() : sv_target
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{
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return float4(buff.Length, 0, 0, 0);
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}
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[test]
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todo draw quad
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probe (0, 0) rgba(4, 0, 0, 0)
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