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vkd3d/tests/hlsl/point-sprite.shader_test
Francisco Casas 83979ec07a tests/hlsl: Fix up point-sprite.shader_test.
Write the shaders so that texcoord's register index in the vertex output
signature matches the register index in the pixel input signature
(o0 and v0 in this case) in SM4.
2025-06-23 17:59:20 +02:00

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[require]
point-size
% For tex2D() with newer shader models.
options: backcompat
shader model < 6.0
[sampler 0]
filter linear linear linear
address clamp clamp clamp
[srv 0]
size (2d, 2, 2)
1.0 1.0 0.0 1.0 0.0 1.0 1.0 1.0
1.0 0.0 0.0 1.0 1.0 0.0 1.0 1.0
[vertex shader]
void main(out float2 t : texcoord, out float4 out_pos : sv_position)
{
t = float2(1, 1);
out_pos = float4(0, 0, 0, 1);
}
[pixel shader]
sampler2D s;
float4 main(float2 t : texcoord) : sv_target
{
return tex2D(s, t);
}
[test]
clear rtv 0 0 0 0 0
point-size 30.0 1.0 64.0
point-sprite off
draw point list 1
probe (310, 230) f32(1, 0, 1, 1)
probe (330, 230) f32(1, 0, 1, 1)
probe (310, 250) f32(1, 0, 1, 1)
probe (330, 250) f32(1, 0, 1, 1)
clear rtv 0 0 0 0 0
point-size 30.0 1.0 64.0
point-sprite on
draw point list 1
probe (310, 230) f32(1, 1, 0, 1)
probe (330, 230) f32(0, 1, 1, 1)
probe (310, 250) f32(1, 0, 0, 1)
probe (330, 250) f32(1, 0, 1, 1)