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vkd3d/tests/hlsl/ps1-sampler.shader_test
2025-08-07 19:30:29 +02:00

53 lines
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[require]
shader model < 3.0
[sampler 0]
filter point point point
address wrap wrap wrap
[srv 0]
size (2d, 2, 2)
1.0 0.0 0.0 0.0 1.0 1.0 0.0 0.0
1.0 0.0 1.0 0.0 1.0 1.0 1.0 0.0
[vertex shader]
void main(inout float4 pos : position, out float4 tex : texcoord)
{
tex = pos + 0.75;
}
[pixel shader d3dbc-hex]
% TODO: Convert to assembly or HLSL.
ffff0104 % ps_1_4
00000042 800f0000 b0e40000 % texld r0, t0
0000ffff % end
[test]
draw quad
probe (320, 240) f32(1, 1, 1, 0)
probe (480, 240) f32(1, 0, 1, 0)
probe (320, 360) f32(1, 1, 0, 0)
probe (480, 360) f32(1, 0, 0, 0)
[vertex shader]
void main(inout float4 pos : position, out float4 tex : texcoord)
{
tex = pos;
}
[pixel shader d3dbc-hex]
% TODO: Convert to assembly or HLSL.
ffff0104 % ps_1_4
00000051 a00f0000 3e4ccccd 3e4ccccd 3e4ccccd 3e4ccccd % def c0, 0.2, 0.2, 0.2, 0.2
00000040 80070000 b0e40000 % texcrd r0.xyz, t0
00000001 80080000 a0e40000 % mov r0.w, c0
00000002 800f0000 80e40000 a0e40000 % add r0, r0, c0
0000ffff % end
[test]
draw quad
probe (160, 120) f32(0.0, 0.7, 0.2, 0.4) 32
probe (480, 120) f32(0.7, 0.7, 0.2, 0.4) 32
probe (160, 360) f32(0.0, 0.0, 0.2, 0.4) 8
probe (480, 360) f32(0.7, 0.0, 0.2, 0.4) 8