vkd3d/tests/hlsl/nointerpolation.shader_test
Francisco Casas 19c23ca6f2 tests/shader_runner: Replace spaces with dashes in format names.
Probably good if we want to allow specifying several formats in the same
line, separated by spaces.

While at it, rename "r32g32 int" to "r32g32-sint".
2024-08-22 16:01:37 +02:00

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[require]
shader model >= 4.0
[input layout]
0 r32g32b32a32-float texcoord
[vb 0]
0.0 1.0 0.0 1.0
1.0 0.0 0.0 1.0
0.0 0.0 1.0 1.0
[vertex shader]
void main(uint id : sv_vertexid, nointerpolation inout float4 t : texcoord, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader]
float4 main(nointerpolation float4 t : texcoord) : sv_target
{
return t;
}
[test]
todo(glsl) draw triangle list 3
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
float4 main(ps_input input) : sv_target
{
return input.t;
}
[test]
todo(glsl) draw triangle list 3
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader]
struct ps_input
{
float4 t : texcoord;
};
float4 main(nointerpolation ps_input input) : sv_target
{
return input.t;
}
[test]
todo(glsl) draw triangle list 3
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
float4 main(centroid ps_input input) : sv_target
{
return input.t;
}
[test]
todo(glsl) draw triangle list 3
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader]
struct ps_input
{
centroid float4 t : texcoord;
};
float4 main(nointerpolation ps_input input) : sv_target
{
return input.t;
}
[require]
shader model >= 4.0
shader model < 6.0
[test]
todo(glsl) draw triangle list 3
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
% Centroid for SM 6.
[require]
shader model >= 6.0
[test]
draw triangle list 3
probe (320,240) rgba (0.250390589, 0.499088615, 0.250520796, 1.0) 4
[require]
shader model >= 4.0
[vertex shader fail todo]
struct ps_input
{
nointerpolation centroid float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[vertex shader]
struct ps_input
{
nointerpolation float4 t : texcoord;
};
void main(uint id : sv_vertexid, inout centroid ps_input input, out float4 pos : sv_position)
{
float2 coords = float2((id << 1) & 2, id & 2);
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}