mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
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.
193 lines
2.6 KiB
Plaintext
193 lines
2.6 KiB
Plaintext
[pixel shader]
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float myfunc()
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{
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return 0.6;
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}
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static float a = myfunc() + 0.2;
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static float b;
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static const float c;
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float4 main() : sv_target
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{
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return float4(a, b, c, 0);
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}
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[test]
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draw quad
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probe all rgba (0.8, 0.0, 0.0, 0.0)
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[pixel shader fail(sm<6)]
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// On SM1 this gives hr 0x88760b59.
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static uint i;
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float4 main() : sv_target
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{
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return 1 / i;
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}
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[pixel shader]
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static struct
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{
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float4 x;
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float4 y;
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} x;
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader]
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static struct
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{
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float4 x;
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float3 y;
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} x;
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float4 main() : sv_target
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{
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return float4(1, 2, 3, 4) + x.x;
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}
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[test]
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draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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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 (1, 1)
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1.0 2.0 3.0 4.0
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[pixel shader fail]
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static Texture2D tex;
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sampler sam;
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float4 main() : sv_target
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{
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return tex.Sample(sam, int3(0, 0, 0));
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}
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[pixel shader]
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// This is allowed in 10.0.10011.16384 but not in 9.29.952.3111
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static Texture2D tex;
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader]
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// This is allowed in 10.0.10011.16384 but not in 9.29.952.3111
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static Texture2D tex;
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sampler sam;
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float4 main() : sv_target
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{
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if (0)
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return tex.Sample(sam, int3(0, 0, 0));
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else
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return float4(0, 1, 2, 3);
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}
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[pixel shader todo]
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// This is allowed in 10.0.10011.16384 but not in 9.29.952.3111
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static Texture2D tex;
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sampler sam;
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uniform uint i;
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float4 main() : sv_target
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{
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float4 unused = tex.Sample(sam, int3(0, 1, 2));
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return 0;
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}
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[pixel shader fail]
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static Texture2D tex1;
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sampler sam;
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float4 main() : sv_target
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{
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static Texture2D tex2 = tex1;
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return tex2.Sample(sam, int3(0, 0, 0));
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}
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[pixel shader fail]
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static Texture2D tex1;
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sampler sam;
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float4 main(Texture2D tex2) : sv_target
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{
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tex2 = tex1;
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return tex2.Sample(sam, int3(0, 0, 0));
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}
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[pixel shader todo(sm<4)]
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Texture2D real_tex;
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static Texture2D tex = real_tex;
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sampler sam;
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float4 main() : sv_target
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{
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return tex.Sample(sam, int3(0, 0, 0));
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}
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[test]
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todo(sm<4 | sm>=6) draw quad
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probe all rgba (1, 2, 3, 4)
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[pixel shader todo(sm<4)]
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Texture2D real_tex;
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static Texture2D tex;
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sampler sam;
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float4 main() : sv_target
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{
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tex = real_tex;
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return tex.Sample(sam, int3(0, 0, 0));
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}
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[test]
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todo(sm<4 | sm>=6) draw quad
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probe all rgba (1, 2, 3, 4)
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[require]
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shader model >= 5.0
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[uav 1]
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format r32 float
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size (1, 1)
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0.5
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[pixel shader]
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// This is allowed in 10.0.10011.16384 but not in 9.29.952.3111
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static RWTexture2D<float> tex;
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float4 main() : sv_target
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{
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if (0)
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{
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tex[int2(0, 0)] = 2;
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}
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return 0;
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}
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