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https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-01-28 13:05:02 -08:00
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.
73 lines
1.6 KiB
Plaintext
73 lines
1.6 KiB
Plaintext
[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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levels 2
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1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
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1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
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0.0 0.0 1.0 0.0
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[vertex shader]
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void main(float4 pos : position, out float2 tex : texcoord, out float4 out_pos : sv_position)
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{
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tex = pos.xy;
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out_pos = pos;
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}
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[pixel shader]
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sampler s;
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Texture2D t;
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uniform float bias;
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float4 main(float2 coord : texcoord) : sv_target
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{
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/* Choice of initial mipmap level is hardware-dependent, and in practice
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* varies too much to be reasonably covered by ULPS. Quantize instead. */
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return floor(t.SampleBias(s, coord, bias) * 10);
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}
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[test]
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uniform 0 float4 6.5 0.0 0.0 0.0
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todo(msl) draw quad
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probe (0, 0) rgba (10.0, 0.0, 10.0, 0.0)
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uniform 0 float4 7.5 0.0 0.0 0.0
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todo(msl) draw quad
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todo(sm<4) probe (0, 0) rgba(4.0, 0.0, 10.0, 0.0)
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uniform 0 float4 8.5 0.0 0.0 0.0
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todo(msl) draw quad
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todo(sm<4) probe (0, 0) rgba(0.0, 0.0, 10.0, 0.0)
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[require]
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shader model >= 3.0
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options: backcompat
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[pixel shader fail(sm>=5.1) todo(sm>=5.1)]
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sampler s;
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float bias;
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float4 main(float2 coord : texcoord) : sv_target
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{
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/* Choice of initial mipmap level is hardware-dependent, and in practice
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* varies too much to be reasonably covered by ULPS. Quantize instead. */
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return floor(tex2Dbias(s, float4(coord, 0, bias)) * 10);
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}
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[test]
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uniform 0 float4 6.5 0.0 0.0 0.0
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todo(msl) draw quad
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probe (0, 0) rgba (10.0, 0.0, 10.0, 0.0)
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uniform 0 float4 7.5 0.0 0.0 0.0
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todo(msl) draw quad
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todo(sm<4) probe (0,0) rgba (4.0, 0.0, 10.0, 0.0)
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uniform 0 float4 8.5 0.0 0.0 0.0
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todo(msl) draw quad
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todo(sm<4) probe (0,0) rgba (0.0, 0.0, 10.0, 0.0)
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