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point-sprite.shader_test is not technically well formed since, in SM4, the vertex output signature should be: // Output signature: // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // sv_position 0 xyzw 0 POS float xyzw // texcoord 0 xy 1 NONE float xy and the pixel input signature should be: // Input signature: // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // texcoord 0 xy 0 NONE float xy so we are not passing "texcoord" properly to the pixel shader, even on Windows.
49 lines
1.1 KiB
Plaintext
49 lines
1.1 KiB
Plaintext
[require]
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point-size
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% For tex2D() with newer shader models.
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options: backcompat
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shader model < 6.0
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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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[srv 0]
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size (2d, 2, 2)
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1.0 1.0 0.0 1.0 0.0 1.0 1.0 1.0
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1.0 0.0 0.0 1.0 1.0 0.0 1.0 1.0
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[vertex shader]
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float4 main(out float2 t : texcoord) : sv_position
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{
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t = float2(1, 1);
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return float4(0, 0, 0, 1);
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}
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[pixel shader]
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sampler2D s;
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float4 main(float2 t : texcoord) : sv_target
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{
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return tex2D(s, t);
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}
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[test]
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clear rtv 0 0 0 0 0
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point-size 30.0 1.0 64.0
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point-sprite off
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draw point list 1
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todo(sm>=4 & sm<6) probe (310, 230) f32(1, 0, 1, 1)
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todo(sm>=4 & sm<6) probe (330, 230) f32(1, 0, 1, 1)
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todo(sm>=4 & sm<6) probe (310, 250) f32(1, 0, 1, 1)
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todo(sm>=4 & sm<6) probe (330, 250) f32(1, 0, 1, 1)
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clear rtv 0 0 0 0 0
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point-size 30.0 1.0 64.0
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point-sprite on
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draw point list 1
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bug(mvk & sm>=4 & sm<6) probe (310, 230) f32(1, 1, 0, 1)
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bug(mvk & sm>=4 & sm<6) probe (330, 230) f32(0, 1, 1, 1)
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bug(mvk & sm>=4 & sm<6) probe (310, 250) f32(1, 0, 0, 1)
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bug(mvk & sm>=4 & sm<6) probe (330, 250) f32(1, 0, 1, 1)
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