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Many tests fail or even segfault with the older WARP version provided by the current CI Windows environment.
177 lines
4.4 KiB
Plaintext
177 lines
4.4 KiB
Plaintext
[require]
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shader model < 4.0
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[rtv 0]
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format r32g32b32a32-float
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size (2dms, 4, 640, 480)
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[input layout]
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0 r32g32-float POSITION
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% The pixels in the second leftmost column lose two of their samples on the left, in addition to the center.
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% x = (1 + 0.1 - 320) / 320 = -0.9965625.
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[vb 0]
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-0.9965625 1.0
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3.0 1.0
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-0.9965625-3.0
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[vertex shader]
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void main(float2 pos : POSITION, out float4 out_pos : SV_Position, out float2 t : TEXCOORD0)
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{
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out_pos = float4(pos, 0.0f, 1.0f);
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t = float2(pos.x * 320.0f + 320.0f, -pos.y * 240.0f + 240.0f);
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}
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% Center interpolation.
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[pixel shader]
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static const float2 sample_pos = {-0.001f, 0.000f};
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float4 main(float2 t : TEXCOORD0) : SV_Target
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{
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float2 ref = round(t);
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bool first_col = ref.x == 1.0f;
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float2 diff = t.xy - ref;
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float2 expected = first_col ? sample_pos : 0.0f;
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float2 err = abs(diff - expected);
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return floor(1000.0f * float4(err, 0.0f, 0.0f));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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draw triangle list 3
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probe (1, 1) f32(0.5, 0.5, 0.5, 0.5)
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probe (638, 1) f32(0.0, 0.0, 0.0, 0.0)
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probe (1, 478) f32(0.5, 0.5, 0.5, 0.5)
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probe (638, 479) f32(0.0, 0.0, 0.0, 0.0)
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% Centroid interpolation.
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[pixel shader]
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static const float2 sample_pos = {0.375f, -0.125f};
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float4 main(centroid float2 t : TEXCOORD0) : SV_Target
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{
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float2 ref = round(t);
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bool first_col = ref.x == 1.0f;
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float2 diff = t.xy - ref;
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float2 expected = first_col ? sample_pos : 0.0f;
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float2 err = abs(diff - expected);
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return floor(500.0f * float4(err, 0.0f, 0.0f));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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draw triangle list 3
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probe (1, 1) f32(0.5, 0.5, 0.5, 0.5)
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probe (638, 1) f32(0.0, 0.0, 0.0, 0.0)
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probe (1, 478) f32(0.5, 0.5, 0.5, 0.5)
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probe (638, 479) f32(0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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static const float2 sample_pos = {0.375f, -0.125f};
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float4 main(float2 t : TEXCOORD0_centRoid) : SV_Target
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{
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float2 ref = round(t);
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bool first_col = ref.x == 1.0f;
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float2 diff = t.xy - ref;
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float2 expected = first_col ? sample_pos : 0.0f;
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float2 err = abs(diff - expected);
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return floor(500.0f * float4(err, 0.0f, 0.0f));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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draw triangle list 3
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probe (1, 1) f32(0.5, 0.5, 0.5, 0.5)
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probe (638, 1) f32(0.0, 0.0, 0.0, 0.0)
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probe (1, 478) f32(0.5, 0.5, 0.5, 0.5)
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probe (638, 479) f32(0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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static const float2 sample_pos = {0.375f, -0.125f};
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struct ps_in
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{
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float2 t : TEXCOORD0_centRoid;
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};
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float4 main(ps_in data) : SV_Target
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{
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float2 ref = round(data.t);
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bool first_col = ref.x == 1.0f;
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float2 diff = data.t.xy - ref;
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float2 expected = first_col ? sample_pos : 0.0f;
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float2 err = abs(diff - expected);
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return floor(500.0f * float4(err, 0.0f, 0.0f));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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draw triangle list 3
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probe (1, 1) f32(0.5, 0.5, 0.5, 0.5)
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probe (638, 1) f32(0.0, 0.0, 0.0, 0.0)
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probe (1, 478) f32(0.5, 0.5, 0.5, 0.5)
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probe (638, 479) f32(0.0, 0.0, 0.0, 0.0)
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% The "_centroid" semantic modifier can be specified together with the "centroid" prefix attribute.
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[pixel shader]
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static const float2 sample_pos = {0.375f, -0.125f};
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float4 main(centroid float2 t : TEXCOORD0_centroid) : SV_Target
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{
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float2 ref = round(t);
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bool first_col = ref.x == 1.0f;
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float2 diff = t.xy - ref;
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float2 expected = first_col ? sample_pos : 0.0f;
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float2 err = abs(diff - expected);
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return floor(500.0f * float4(err, 0.0f, 0.0f));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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draw triangle list 3
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probe (1, 1) f32(0.5, 0.5, 0.5, 0.5)
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probe (638, 1) f32(0.0, 0.0, 0.0, 0.0)
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probe (1, 478) f32(0.5, 0.5, 0.5, 0.5)
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probe (638, 479) f32(0.0, 0.0, 0.0, 0.0)
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% The semantic name is this case is "TEXCOORD_centroid", which is not valid for SM < 4.
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[pixel shader fail]
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float4 main(float2 t : TEXCOORD_centroid0) : SV_Target
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{
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return t.x;
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}
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% The semantic name is this case is "TEXCOORD0_centroid" as well, which is not valid for SM < 4.
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[pixel shader fail]
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float4 main(float2 t : TEXCOORD0_centroid_centroid) : SV_Target
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{
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return t.x;
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}
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% The centroid mode can only be applied to texcoord registers in SM2,
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% and cannot be applied to any semantic registers in SM3.
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[pixel shader fail(sm<3)]
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float4 main(centroid float2 t : COLOR) : SV_Target
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{
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return t.x;
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}
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% The following semantics are invalid in SM2.
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[require]
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shader model >= 3.0
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shader model < 4.0
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[pixel shader fail]
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float4 main(centroid float t : VFACE) : SV_Target
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{
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return t;
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}
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[pixel shader fail]
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float4 main(centroid float3 t : VPOS) : SV_Target
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{
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return t.x;
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}
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