mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
240 lines
3.6 KiB
Plaintext
240 lines
3.6 KiB
Plaintext
[pixel shader fail]
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sampler sam;
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float4 main() : sv_target
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{
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Texture2D tex;
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tex = tex; // Uninitialized assignment to self.
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return tex.Sample(sam, float2(0, 0));
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}
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[require]
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shader model >= 4.0
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[srv 0]
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size (2d, 1, 1)
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0.77 0.77 0.77 0.77
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[srv 1]
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size (2d, 1, 1)
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0.64 0.64 0.64 0.64
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[pixel shader]
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Texture2D t_good, t_bad;
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sampler sam;
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float4 main() : sv_target
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{
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Texture2D a, b[1];
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// This is basically a 'b[0] = t_good' but so that the copy-prop is delayed
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int4 co = {0, 0, 0, 0};
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b[(int) co.x + (int) co.y] = t_good;
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a = b[0];
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b[0] = t_bad;
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// 'a' should be 't_good', not 't_bad' at this point
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return 100 * a.Sample(sam, float2(0, 0)) + t_good.Sample(sam, float2(0, 0));
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}
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[test]
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draw quad
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probe (0, 0) rgba (77.77, 77.77, 77.77, 77.77)
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[srv 0]
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size (2d, 2, 2)
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0.1 0.2 0.3 0.4 0.5 0.7 0.6 0.8
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0.6 0.5 0.2 0.1 0.8 0.0 0.7 1.0
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[pixel shader]
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Texture2D t;
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struct foo {
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int3 a;
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Texture2D b;
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};
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float4 main(float4 pos : sv_position) : sv_target
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{
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struct foo q;
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q.a = int3(pos.xy, 0);
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q.b = t;
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return q.b.Load(q.a);
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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probe (1, 0) rgba (0.5, 0.7, 0.6, 0.8)
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probe (0, 1) rgba (0.6, 0.5, 0.2, 0.1)
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probe (1, 1) rgba (0.8, 0.0, 0.7, 1.0)
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[srv 0]
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size (2d, 1, 1)
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1.0 1.0 1.0 1.0
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[srv 1]
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size (2d, 1, 1)
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2.0 2.0 2.0 1.0
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[srv 2]
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size (2d, 1, 1)
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3.0 3.0 3.0 1.0
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[pixel shader]
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Texture2D tex[3];
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struct foo {
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float4 p;
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Texture2D t;
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};
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float4 main() : sv_target
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{
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struct foo s[3];
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s[0].t = tex[0];
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s[1].t = tex[1];
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s[2].t = tex[2];
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return 100 * s[2].t.Load(0) + 10 * s[0].t.Load(0) + s[1].t.Load(0);
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}
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[test]
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draw quad
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probe (0, 0) rgba (312, 312, 312, 111)
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[pixel shader]
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Texture2D tex1;
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Texture2D tex2;
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Texture2D tex3;
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float4 main() : sv_target
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{
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Texture2D t[3][2];
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t[0][0] = tex1; // Note: Only invalid in shader model 5.1, array ref. cannot be used as l-value.
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t[0][1] = tex2;
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t[1][0] = tex3;
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t[1][1] = tex1;
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t[2][0] = tex2;
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t[2][1] = tex3;
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return 1000 * t[2][0].Load(0) + 100 * t[1][1].Load(0) + 10 * t[2][1].Load(0) + t[0][1].Load(0);
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}
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[test]
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draw quad
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probe (0, 0) rgba (2132, 2132, 2132, 1111)
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[pixel shader fail(sm<6)]
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Texture2D tex[3];
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uniform int n;
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struct foo {
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float4 p;
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Texture2D t;
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};
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float4 main() : sv_target
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{
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struct foo s[3];
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s[0].t = tex[0];
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s[1].t = tex[1];
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s[2].t = tex[2];
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return s[n].t.Load(0);
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}
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[pixel shader fail(sm<6)]
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// Note: Only valid in shader model 5.1
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Texture2D tex[3];
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uniform int n;
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float4 main() : sv_target
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{
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return tex[n].Load(0);
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}
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[pixel shader fail(sm<6)]
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// Note: Only valid in shader model 5.1
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RWTexture2D<float4> tex[3];
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uniform int n;
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float4 main() : sv_target
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{
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tex[n][int2(0, 0)] = 0.6;
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return 0;
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}
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[pixel shader]
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Texture2D tex;
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uniform float f;
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struct apple
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{
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Texture2D tex1;
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Texture2D tex2;
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float3 aa;
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};
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float4 main() : sv_target
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{
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struct apple a = {tex, tex, 1.0, 2.0, 3.0};
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a.aa += f;
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return a.aa.xyzx;
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}
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[test]
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uniform 0 float 10.0
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draw quad
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probe (0, 0) rgba (11.0, 12.0, 13.0, 11.0)
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[pixel shader fail]
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float4 main(Texture2D tex2) : sv_target
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{
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Texture2D tex1;
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tex2 = tex1;
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return tex2.Load(int3(0, 0, 0));
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}
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[require]
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shader model >= 5.0
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[srv 0]
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size (2d, 1, 1)
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1.0 2.0 3.0 4.0
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[pixel shader todo fail(sm>=6)]
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struct apple {
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Texture2D tex;
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};
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float4 main(struct apple input) : sv_target
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{
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input.tex = input.tex; // Assignment to self.
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return input.tex.Load(int3(0, 0, 0));
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}
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[test]
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todo draw quad
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todo probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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