vkd3d/tests/hlsl/geometry.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 SV_POSITION
0 r32g32b32a32-float COLOR
[vb 0]
0.0 0.0 1.0 1.0 0.0 1.0 1.0 1.0
[vertex shader]
struct vs_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
void main(in struct vs_data vs_input, out struct vs_data vs_output)
{
vs_output.pos = vs_input.pos;
vs_output.color = vs_input.color;
}
[geometry shader todo]
struct gs_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
[maxvertexcount(4)]
void main(point struct gs_data vin[1], inout TriangleStream<gs_data> vout)
{
float offset = 0.2 * vin[0].pos.w;
gs_data v;
v.color = vin[0].color;
v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
vout.Append(v);
v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
vout.Append(v);
v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
vout.Append(v);
v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
vout.Append(v);
}
[pixel shader]
struct ps_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
float4 main(struct ps_data ps_input) : SV_Target
{
return ps_input.color;
}
[test]
todo(sm<6) draw point list 1
probe rtv 0 (320, 190) rgba (0.0, 0.0, 0.0, 0.0)
probe rtv 0 (255, 240) rgba (0.0, 0.0, 0.0, 0.0)
probe rtv 0 (320, 240) rgba (0.0, 1.0, 1.0, 1.0)
probe rtv 0 (385, 240) rgba (0.0, 0.0, 0.0, 0.0)
probe rtv 0 (320, 290) rgba (0.0, 0.0, 0.0, 0.0)