mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
100 lines
2.1 KiB
Plaintext
100 lines
2.1 KiB
Plaintext
% Unlike assignment syntax, only these names are allowed.
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% The parameter count is also checked.
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[pixel shader todo]
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sampler sam
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{
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SetBlendState(foo, bar, baz); // 3 parameters
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SetDepthStencilState(foo, 2); // 2 parameters
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SetRasterizerState(foo); // 1 parameter
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SetVertexShader(vs); // 1 parameter
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SetDomainShader(ds); // 1 paramter
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SetHullShader(100); // 1 parameter
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SetGeometryShader(foo + bar); // 1 parameter
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SetPixelShader(ps1); // 1 parameter
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SetComputeShader("random string"); // 1 parameter
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OMSetRenderTargets(RTV0, RTV1, RTV2, RTV3, RTV4, RTV5, RTV6, RTV7, DSV); // 2 to 9 parameters
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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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sampler sam
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{
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SetSomeotherState();
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};
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float4 main() : sv_target { return 0; }
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% It is allowed to use functions together with assignment syntax.
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[pixel shader todo]
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sampler sam
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{
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SetDepthStencilState(foo, bar);
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arbitrary_field = 42;
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};
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float4 main() : sv_target { return 0; }
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% Test complex expression on the arguments, including function calls.
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[pixel shader todo]
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float4 addition(float4 a, float4 b)
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{
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return a + b;
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}
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sampler sam
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{
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SetBlendState(addition(foo, bar), p + q, p / q);
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};
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float4 main() : sv_target { return 0; }
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% Test the same thing on technique passes
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[pixel shader todo]
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technique tech1
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{
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pass pass1
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{
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SetBlendState(foo, bar, baz);
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SetDepthStencilState(foo, 2);
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SetRasterizerState(foo);
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SetVertexShader(vs);
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}
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}
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float4 main() : sv_target { return 0; }
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% It is not allowed to call the functions to set state blocks on the rhs using the assignment syntax
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% for state groups or passes.
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[pixel shader fail(sm<6)]
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float4 main() : sv_target { return 0; }
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technique
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{
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pass
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{
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cat = SetPixelShader(foobar);
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}
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}
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% It not allowed to call the functions to set states outside state blocks or passes.
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[pixel shader fail]
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DepthStencilState dss1
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{
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DepthEnable = false;
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DepthWriteMask = Zero;
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DepthFunc = Less;
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};
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float4 main() : sv_target
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{
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SetDepthStencilState(NULL, dss1);
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return 0;
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}
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