Files
vkd3d/tests/hlsl/gather-offset.shader_test
Giovanni Mascellani 6fe0d71ae1 tests/hlsl: Mark a test in gather-offset.shader_test as buggy on MoltenVK with d3d12.
It seems that SPIRV-Cross is generating bad MSL code, and Metal
rejects it.
2025-05-27 19:31:38 +02:00

118 lines
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[require]
shader model >= 4.1
[sampler 0]
filter linear linear linear
address clamp clamp clamp
[srv 0]
size (2d, 3, 3)
0.0 0.0 0.0 0.4 0.1 0.0 0.5 0.0 0.2 0.0 0.0 0.4
0.0 0.1 0.5 0.0 0.1 0.1 0.0 0.4 0.2 0.1 0.5 0.0
0.0 0.2 0.0 0.4 0.1 0.2 0.5 0.0 0.2 0.2 0.0 0.4
[pixel shader]
sampler s;
Texture2D t;
float4 main() : sv_target
{
return t.Gather(s, float2(0.2, 0.2), int2(1, 0));
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)
[pixel shader]
sampler s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherRed(s, float2(0.6, 0.6), int2(-1, 0));
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.0, 0.1, 0.1, 0.0)
[require]
shader model >= 5.0
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherGreen(s, float2(0.2, 0.2), int2(0, 1));
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.2, 0.2, 0.1, 0.1)
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherGreen(s, float2(0.8, 0.8), int2(-1, -1));
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0)
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherBlue(s, float2(0.2, 0.8), int2(1, 0));
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.5, 0.0, 0.5, 0.0)
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherAlpha(s, float2(0.2, 0.8), int2(0, -1));
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.0, 0.4, 0.0, 0.4)
[pixel shader]
sampler s;
Texture2D t;
uniform int2 offset;
float4 main() : sv_target
{
return t.Gather(s, float2(0.2, 0.2), offset);
}
[test]
uniform 0 int4 1 0 0 0
todo(msl) draw quad
bug(d3d12 & mvk) probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)