mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
57280673e5
The location of dxcompiler should be set during configuration with 'DXCOMPILER_LIBS=-L/path/to/dxcompiler', and then at runtime with LD_LIBRARY_PATH, WINEPATH or PATH as applicable. A new 'fail(sm<6)' decoration is needed on many shader declarations because dxcompiler succeeds on many shaders which fail with fxc. The opposite case is less common and is flagged with 'fail(sm>=6)'. A few tests cause dxcompiler to crash or hang, so these are avoided using [require], which now skips tests until reset instead of exiting. Also, 'todo(sm<6)' and 'todo(sm>=6)' are used to separate checking of results.
331 lines
5.9 KiB
Plaintext
331 lines
5.9 KiB
Plaintext
% Test how semantics are determined when spread across the entry point's
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% definition and its declarations.
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[vertex shader]
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void main(out float tex : texcoord, inout float4 pos : sv_position)
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{
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tex = 0.2;
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}
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[pixel shader fail]
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float4 main(float tex : texcoord) : sv_target;
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float4 main(float tex)
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{
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return tex;
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}
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[pixel shader fail]
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float4 main(float tex)
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{
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return tex;
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}
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float4 main(float tex : texcoord) : sv_target;
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[pixel shader]
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float4 main(float tex : bogus) : bogus;
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float4 main(float tex : texcoord) : sv_target
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{
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return tex;
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}
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[test]
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draw quad
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probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2)
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[pixel shader]
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float4 main(float tex : texcoord) : sv_target
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{
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return tex;
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}
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float4 main(float tex : bogus) : bogus;
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[test]
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draw quad
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probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2)
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[vertex shader]
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void main(out float4 tex[4] : texcoord, inout float4 pos : sv_position)
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{
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tex[0] = float4(10.0, 11.0, 12.0, 13.0);
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tex[1] = float4(20.0, 21.0, 22.0, 23.0);
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tex[2] = float4(30.0, 31.0, 32.0, 33.0);
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tex[3] = float4(40.0, 41.0, 42.0, 43.0);
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}
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% Array parameters of non-struct elements must have a semantic.
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[pixel shader fail]
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float4 main(in float2 arr[2]) : sv_target
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{
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return 0.0;
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}
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% Array elements with a semantic get successive indexes.
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[pixel shader]
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struct apple
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{
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float3 tp[4] : TEXCOORD0;
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};
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float4 main(in apple a) : sv_target
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{
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return float4(a.tp[0].x, a.tp[1].x, a.tp[2].x, a.tp[3].x);
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}
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[test]
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draw quad
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todo(sm>=6) probe (0, 0) rgba (10.0, 20.0, 30.0, 40.0)
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% Arrays of matrices get successive indexes.
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[pixel shader]
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struct apple
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{
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float4x2 tp[2] : TEXCOORD0;
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};
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float4 main(in apple a) : sv_target
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{
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return float4(a.tp[0][0].x, a.tp[0][1].x, a.tp[1][0].x, a.tp[1][1].x);
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}
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[test]
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draw quad
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todo(sm>=6) probe (0, 0) rgba (10.0, 11.0, 30.0, 31.0)
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% Arrays (even multi-dimensional) of struct elements are allowed. The fields in the different struct
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% elements get the same indexes.
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[pixel shader]
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struct apple
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{
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float4 tc0 : TEXCOORD0;
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float4 tc1 : TEXCOORD1;
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};
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float4 main(in apple aps[2][2]) : sv_target
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{
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return float4(aps[0][0].tc0.x, aps[1][1].tc0.x, aps[0][0].tc1.x, aps[1][1].tc1.x);
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}
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[test]
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draw quad
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todo(sm>=6) probe (0, 0) rgba (10.0, 10.0, 20.0, 20.0)
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[pixel shader]
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struct apple
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{
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float4 tc0 : TEXCOORD0;
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};
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struct banana
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{
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apple apl;
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float4 tc1 : TEXCOORD1;
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};
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float4 main(in banana bans[2]) : sv_target
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{
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return float4(bans[0].apl.tc0.xy, bans[1].tc1.xy);
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}
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[test]
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draw quad
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todo(sm>=6) probe (0, 0) rgba (10.0, 11.0, 20.0, 21.0)
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[pixel shader fail]
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struct apple
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{
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float2 miss; // missing semantic.
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};
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struct banana
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{
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apple apl[2];
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float4 arb : UNUSED;
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};
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float4 main(in banana bans[2]) : sv_target
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{
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return 0.0;
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}
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[vertex shader fail]
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struct apple
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{
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float2 miss; // missing semantic.
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};
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struct banana
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{
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apple apl[2];
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float4 arb : UNUSED;
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};
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void main(out banana bans[2])
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{
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return 0.0;
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}
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[vertex shader]
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struct apple
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{
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float4 tex[2] : TEXCOORD0;
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};
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void main(out apple apl, inout float4 pos : sv_position)
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{
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apl.tex[0] = float4(1, 2, 3, 4);
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apl.tex[1] = float4(10, 20, 30, 40);
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}
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[pixel shader]
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float4 main(in float4 tex0 : TEXCOORD0, in float4 tex1 : TEXCOORD1) : sv_target
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{
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return float4(tex0.xy, tex1.xy);
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}
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[test]
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draw quad
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todo(sm>=6) probe (0, 0) rgba (1.0, 2.0, 10.0, 20.0)
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% Output semantics cannot be mapped to more than one value.
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[vertex shader fail(sm<6)]
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struct apple
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{
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float2 tex : TEXCOORD0;
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};
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void main(out apple apls[2], inout float4 pos : sv_position)
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{
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apls[0].tex = float2(1, 2);
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apls[1].tex = float2(3, 4);
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}
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[vertex shader fail]
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struct apple
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{
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float2 f : SEMANTIC;
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};
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void main(out apple a, out apple b, inout float4 pos : sv_position)
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{
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a.f = float2(1, 2);
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b.f = float2(3, 4);
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}
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% Semantic names are case-insensitive.
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[vertex shader fail]
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void main(out float2 a : sem0, out float2 b : SEM, inout float4 pos : sv_position)
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{
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a = float2(1, 2);
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b = float2(3, 4);
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}
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[vertex shader]
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void main(out float4 tex[4] : texcoord, inout float4 pos : sv_position)
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{
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tex[0] = float4(10.0, 11.0, 12.0, 13.0);
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tex[1] = float4(20.0, 21.0, 22.0, 23.0);
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tex[2] = float4(30.0, 31.0, 32.0, 33.0);
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tex[3] = float4(40.0, 41.0, 42.0, 43.0);
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}
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% Arguments with the same semantic aren't aliased.
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[pixel shader fail(sm>=6)]
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float4 main(in float4 t1 : TEXCOORD0, in float4 t2 : TEXCOORD0) : sv_target
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{
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t1 = 99;
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return float4(t1.xy, t2.xy);
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}
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[test]
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todo(sm>=6) draw quad
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probe (0, 0) rgba (99.0, 99.0, 10.0, 11.0)
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% Different indexes of the same semantic can have different types.
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[pixel shader]
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float4 main(in float4 a : TEXCOORD0, in float3 b : TEXCOORD1) : sv_target
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{
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return float4(a.xy, b.xy);
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}
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[test]
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draw quad
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todo(sm>=6) probe (0, 0) rgba (10.0, 11.0, 20.0, 21.0)
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% In SM4, duplicated input semantics can only have different types if they have the same layout and
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% register types. SM1 is permissive in this regard.
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[pixel shader fail(sm>=6)]
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float4 main(in float2 a : TEXCOORD0, in half2 b : TEXCOORD0, in float2x1 c: TEXCOORD0) : sv_target
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{
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return 0.0;
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}
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[pixel shader fail(sm>=6)]
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float4 main(in uint2 a : TEXCOORD0, in int2 b : TEXCOORD0, in int2x1 c : TEXCOORD0, in bool2 d : TEXCOORD0) : sv_target
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{
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return 0.0;
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}
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[require]
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shader model >= 4.0
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[pixel shader fail]
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float4 main(in float2 a : TEXCOORD0, in float3 b : TEXCOORD0) : sv_target
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{
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return 0.0;
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}
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[pixel shader fail]
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float4 main(in float2 a : TEXCOORD0, in int2 b : TEXCOORD0) : sv_target
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{
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return 0.0;
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}
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% For some reason, vectors from row_major matrices are not considered as having the same layout as
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% regular vectors.
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[pixel shader fail todo]
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float4 main(in float2 a : TEXCOORD0, row_major float1x2 b : TEXCOORD0) : sv_target
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{
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return 0.0;
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}
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[pixel shader fail]
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float4 main(in float2 a : TEXCOORD0, row_major float2x1 b : TEXCOORD0) : sv_target
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{
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return 0.0;
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}
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[pixel shader fail todo]
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float4 main(in float4 a : TEXCOORD0, row_major float1x4 b : TEXCOORD0) : sv_target
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{
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return 0.0;
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}
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