mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
323 lines
6.8 KiB
Plaintext
323 lines
6.8 KiB
Plaintext
% Note that, except for effects, default values do not affect the execution.
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% The default values are intended to be obtained using reflection.
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[pixel shader]
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float2 a = {1, 2};
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float4x2 b = {1, 2, 3, 4, 5, 6, 7, 8};
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float4 main() : sv_target
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{
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return float4(a, b[2]);
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}
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[test]
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if(sm<4) uniform 0 float4 10 30 50 70
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if(sm<4) uniform 4 float4 20 40 60 80
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if(sm<4) uniform 8 float4 10 20 0 0
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if(sm>=4) uniform 0 float4 10 20 0 0
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if(sm>=4) uniform 4 float4 10 30 50 70
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if(sm>=4) uniform 8 float4 20 40 60 80
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todo(glsl) draw quad
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probe all rgba (10, 20, 50, 60)
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[pixel shader fail(sm<6)]
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float a = 7;
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float4 b = a; // initial value must be a literal expression.
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float4 main() : sv_target { return 0; }
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[pixel shader fail(sm<6)]
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float a = 7;
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float4 b = {1, 2, a, 4}; // initial value must be a literal expression.
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float4 main() : sv_target { return 0; }
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[pixel shader fail]
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Texture2D tex;
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struct
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{
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Texture2D t;
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float a;
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} apple = {tex, 4}; // initial value must be a literal expression.
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader]
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static const float a = 7;
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float4 b = {1, 2, a, 4}; // static constant values are allowed on the initializer.
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float4 main() : sv_target { return b; }
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[test]
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uniform 0 float4 10.0 20.0 30.0 40.0
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todo(glsl) draw quad
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probe all rgba (10, 20, 30, 40)
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[pixel shader]
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float4 a = {3, 5, float2(4, 4)}; // numeric type initializers are allowed.
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float4 main() : sv_target
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{
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return 2 * a;
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}
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[test]
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uniform 0 float4 10.0 20.0 30.0 40.0
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todo(glsl) draw quad
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probe all rgba (20, 40, 60, 80)
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[pixel shader]
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int4 a[2] = {10, 20, float3x2(1, 2, 3, 4, 5, 6)}; // matrix numeric type initializers are allowed.
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float4 main() : sv_target
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{
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return 2 * a[1];
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}
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[test]
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if(sm<4) uniform 0 float4 10 20 30 40
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if(sm<4) uniform 4 float4 50 60 70 80
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if(sm>=4) uniform 0 int4 10 20 30 40
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if(sm>=4) uniform 4 int4 50 60 70 80
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todo(glsl) draw quad
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probe all rgba (100, 120, 140, 160)
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[pixel shader]
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struct apple
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{
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float3 a[2];
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int2x2 b;
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} ap = {1, 2, 3, 4, 5, 6, 7.5, 8, 9, 10};
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float4 main() : sv_target
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{
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return float4(ap.b);
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}
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[test]
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uniform 0 float4 10 20 30 0
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uniform 4 float4 40 50 60 0
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if(sm<4) uniform 8 float4 70 90 0 0
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if(sm<4) uniform 12 float4 80 100 0 0
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if(sm>=4) uniform 8 int4 70 90 0 0
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if(sm>=4) uniform 12 int4 80 100 0 0
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todo(glsl) draw quad
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probe all rgba (70, 80, 90, 100)
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[pixel shader]
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cbuffer buff
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{
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float2 a = {1, 2};
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float4x2 b = {1, 2, 3, 4, 5, 6, 7, 8};
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}
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float4 main() : sv_target
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{
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return float4(a, b[2]);
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}
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[test]
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if(sm<4) uniform 0 float4 10 30 50 70
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if(sm<4) uniform 4 float4 20 40 60 80
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if(sm<4) uniform 8 float4 10 20 0 0
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if(sm>=4) uniform 0 float4 10 20 0 0
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if(sm>=4) uniform 4 float4 10 30 50 70
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if(sm>=4) uniform 8 float4 20 40 60 80
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todo(glsl) draw quad
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probe all rgba (10, 20, 50, 60)
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[pixel shader fail(sm<6)]
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cbuffer buff
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{
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float a = 7;
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float4 b = a; // initial value must be a literal expression.
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}
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float4 main() : sv_target { return 0; }
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[pixel shader fail(sm<6)]
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cbuffer buff
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{
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float a = 7;
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float4 b = {1, 2, a, 4}; // initial value must be a literal expression.
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}
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float4 main() : sv_target { return 0; }
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[pixel shader]
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static const float a = 7;
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cbuffer buff
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{
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float4 b = {1, 2, a, 4}; // static constant values are allowed on the initializer.
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}
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float4 main() : sv_target { return b; }
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[test]
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uniform 0 float4 10 20 30 40
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todo(glsl) draw quad
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probe all rgba (10, 20, 30, 40)
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[pixel shader]
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cbuffer buff
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{
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float2 a = {1, 2};
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float4 b = {3, 5, float2(4, 4)}; // numeric type initializers are allowed.
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}
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float4 main() : sv_target
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{
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return 2 * b;
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}
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[test]
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if(sm<4) uniform 0 float4 30 50 40 40
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if(sm>=4) uniform 0 float4 10 20 0 0
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if(sm>=4) uniform 4 float4 30 50 40 40
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todo(glsl) draw quad
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probe all rgba (60, 100, 80, 80)
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[pixel shader]
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cbuffer buff
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{
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struct apple
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{
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float3 a[2];
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int2x2 b;
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} ap = {1, 2, 3, 4, 5, 6, 7.5, 8, 9, 10};
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}
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float4 main() : sv_target
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{
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return float4(ap.b);
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}
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[test]
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uniform 0 float4 10 20 30 0
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uniform 4 float4 40 50 60 0
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if(sm<4) uniform 8 float4 70 90 0 0
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if(sm<4) uniform 12 float4 80 100 0 0
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if(sm>=4) uniform 8 int4 70 90 0 0
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if(sm>=4) uniform 12 int4 80 100 0 0
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todo(glsl) draw quad
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probe all rgba (70, 80, 90, 100)
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% In SM4, the values in the default values initializer of matrices end up in different components
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% than for regular initializers. The values are assigned to the matrix components in Chinese
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% reading order, i.e. the components of a whole column are assigned before the next column, unlike
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% regular initializers where the components of each row are assigned before the next row.
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[pixel shader]
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int2x3 m = {1, 2, 3, 4, 5, 6};
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// int2x3 m; // Offset: 0 Size: 40
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// = 0x00000001 0x00000002 0x00000000 0x00000000
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// 0x00000003 0x00000004 0x00000000 0x00000000
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// 0x00000005 0x00000006
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float4 main() : sv_target
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{
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return m[0][0];
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}
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% The same happens for numeric constructors.
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[pixel shader]
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int2x3 m = int2x3(1, 2, 3, 4, 5, 6);
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// int2x3 m; // Offset: 0 Size: 40
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// = 0x00000001 0x00000002 0x00000000 0x00000000
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// 0x00000003 0x00000004 0x00000000 0x00000000
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// 0x00000005 0x00000006
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float4 main() : sv_target
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{
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return m[0][0];
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}
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[pixel shader]
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cbuffer buff
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{
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row_major int2x3 m = {1, 2, 3, 4, 5, 6};
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// row_major int2x3 m; // Offset: 0 Size: 28
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// = 0x00000001 0x00000003 0x00000005 0x00000000
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// 0x00000002 0x00000004 0x00000006
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}
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float4 main() : sv_target
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{
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return m[0][0];
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}
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[pixel shader fail(sm>=6)]
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struct
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{
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float2 a[2];
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row_major int2x3 b;
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float3 c[2];
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} apple = {100, 101, 110, 111, 1, 2, 3, 4, 5, 6, 200, 201, 202, 210, 211, 212};
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// struct
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// {
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//
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// float2 a[2]; // Offset: 0
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// row_major int2x3 b; // Offset: 32
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// float3 c[2]; // Offset: 64
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//
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// } apple; // Offset: 0 Size: 92
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// = 0x42c80000 0x42ca0000 0x00000000 0x00000000
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// 0x42dc0000 0x42de0000 0x00000000 0x00000000
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// 0x00000001 0x00000003 0x00000005 0x00000000
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// 0x00000002 0x00000004 0x00000006 0x00000000
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// 0x43480000 0x43490000 0x434a0000 0x00000000
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// 0x43520000 0x43530000 0x43540000
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float4 main() : sv_target
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{
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return float4(apple.c[0], 0);
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}
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[require]
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shader model >= 5.0
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% Default values for doubles don't seem to be saved properly.
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[pixel shader todo]
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double2 m = {1, 2};
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// double2 m; // Offset: 0 Size: 16
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// = 0x00000000 0x00000000 0x40000000 0x00000000
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float4 main() : sv_target
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{
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return m.y;
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}
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[pixel shader]
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static const float3x2 mat = {10, 20, 30, 40, 50, 60};
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static const float4 array[2] = {1, 2, 3, 4, 5, 6, 7, 8};
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static const int idx = 1;
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float3 u = {array[idx].xwwz.xy, mat._m21_m01.x}; // = {5, 8, 60}
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float4 main() : sv_target
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{
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return u.y;
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}
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