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https://gitlab.winehq.org/wine/vkd3d.git
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1c73513425
At the current moment this is a little odd because for SM1 [test] directives are skipped, and the [shader] directives are not executed by the shader_runner_vulkan.c:compile_shader() but by the general shader_runner.c:compile_shader(). So in principle it is a little weird that we go through the vulkan runner. But fret not, because in the future we plan to make the parser agnostic to the language of the tests, so we will get rid of the general shader_runner.c:compile_shader() function and instead call a runner->compile_shader() function, defined for each runner. Granted, most of these may call a generic implementation that uses native compiler in Windows, and vkd3d-shader on Linux, but it would be more conceptually correct.
61 lines
1.1 KiB
Plaintext
61 lines
1.1 KiB
Plaintext
[require]
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shader model >= 3.0
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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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[texture 0]
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size (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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[pixel shader todo(sm<4)]
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sampler s;
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Texture2D t;
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uniform float level;
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float4 main() : sv_target
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{
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return t.SampleLevel(s, float2(0.5, 0.5), level);
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(sm<4 | sm>=6) draw quad
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probe all rgba (1.0, 0.0, 1.0, 0.0)
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uniform 0 float4 0.5 0.0 0.0 0.0
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todo(sm<4 | sm>=6) draw quad
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probe all rgba (0.5, 0.0, 1.0, 0.0)
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(sm<4 | sm>=6) draw quad
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probe all rgba (0.0, 0.0, 1.0, 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 todo(sm<4) fail(sm>=6)]
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sampler s;
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float level;
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float4 main() : sv_target
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{
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return tex2Dlod(s, float4(0.5, 0.5, 0, level));
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (1.0, 0.0, 1.0, 0.0)
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uniform 0 float4 0.5 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (0.5, 0.0, 1.0, 0.0)
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (0.0, 0.0, 1.0, 0.0)
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