vkd3d/tests/hlsl/sample-bias.shader_test
Elizabeth Figura 8fcbbfb8b1 tests/shader_runner: Test versions where the compilation result changes.
Adjust the algorithm for deciding for which profiles to test compilation.

We first ensure that if the compilation result changes (most often as the result
of a feature introduced in a specific version), we test the versions immediately
on either side of the change, to validate that vkd3d-shader is emulating the
same version behaviour.

We then ensure that we are testing at least one version from each set of sm1,
sm4, and sm6.
2024-12-17 16:35:09 +01:00

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[sampler 0]
filter linear linear linear
address clamp clamp clamp
[srv 0]
size (2d, 2, 2)
levels 2
1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
0.0 0.0 1.0 0.0
[vertex shader]
void main(float4 pos : position, out float2 tex : texcoord, out float4 out_pos : sv_position)
{
tex = pos.xy;
out_pos = pos;
}
[pixel shader]
sampler s;
Texture2D t;
uniform float bias;
float4 main(float2 coord : texcoord) : sv_target
{
/* Choice of initial mipmap level is hardware-dependent, and in practice
* varies too much to be reasonably covered by ULPS. Quantize instead. */
return floor(t.SampleBias(s, coord, bias) * 10);
}
[test]
uniform 0 float4 6.5 0.0 0.0 0.0
todo(msl) draw quad
probe (0, 0) rgba (10.0, 0.0, 10.0, 0.0)
uniform 0 float4 7.5 0.0 0.0 0.0
todo(msl) draw quad
todo(sm<4) probe (0, 0) rgba(4.0, 0.0, 10.0, 0.0)
uniform 0 float4 8.5 0.0 0.0 0.0
todo(msl) draw quad
todo(sm<4) probe (0, 0) rgba(0.0, 0.0, 10.0, 0.0)
[require]
shader model >= 3.0
options: backcompat
[pixel shader fail(sm>=5.1) todo(sm>=5.1)]
sampler s;
float bias;
float4 main(float2 coord : texcoord) : sv_target
{
/* Choice of initial mipmap level is hardware-dependent, and in practice
* varies too much to be reasonably covered by ULPS. Quantize instead. */
return floor(tex2Dbias(s, float4(coord, 0, bias)) * 10);
}
[test]
uniform 0 float4 6.5 0.0 0.0 0.0
todo(msl) draw quad
probe (0, 0) rgba (10.0, 0.0, 10.0, 0.0)
uniform 0 float4 7.5 0.0 0.0 0.0
todo(msl) draw quad
todo(sm<4) probe (0,0) rgba (4.0, 0.0, 10.0, 0.0)
uniform 0 float4 8.5 0.0 0.0 0.0
todo(msl) draw quad
todo(sm<4) probe (0,0) rgba (0.0, 0.0, 10.0, 0.0)