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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.
84 lines
2.5 KiB
Plaintext
84 lines
2.5 KiB
Plaintext
[require]
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shader model >= 3.0
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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return float4(ddx(pos.x), ddy(pos.y), 0, 0);
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}
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[test]
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draw quad
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todo(sm<4) probe all rgba (1.0, 1.0, 0.0, 0.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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// Shader models < 4 don't add 0.5 to sv_position, so this adjustment is required to get the
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// same outputs.
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pos.x = floor(pos.x) + 0.5;
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pos.y = floor(pos.y) + 0.5;
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pos /= 10.0;
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float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
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float4 res = float4(nonlinear, ddx(nonlinear), ddy(nonlinear), 0.0);
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// Each device may use either the coarse or the fine derivate, so use quantization.
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return round(30 * res);
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}
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[test]
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draw quad
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todo(sm<4) probe (10, 10) rgba (-16.0, -5.0, 3.0, 0.0)
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todo(sm<4) probe (11, 10) rgba (-21.0, -5.0, 3.0, 0.0)
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todo(sm<4) probe (10, 11) rgba (-13.0, -5.0, 3.0, 0.0)
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todo(sm<4) probe (11, 11) rgba (-17.0, -5.0, 3.0, 0.0)
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todo(sm<4) probe (12, 10) rgba (-26.0, -6.0, 4.0, 0.0)
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todo(sm<4) probe (16, 16) rgba (-25.0, -7.0, 5.0, 0.0)
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todo(sm<4) probe (150, 150) rgba (-226.0, -47.0, 45.0, 0.0)
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[require]
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shader model >= 5.0
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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pos /= 10.0;
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float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
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float4 res = float4(nonlinear, ddx_coarse(nonlinear), ddy_coarse(nonlinear), 0.0);
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// Each device may use either the coarse or the fine derivate, so use quantization.
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return round(30 * res);
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}
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[test]
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draw quad
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probe (10, 10) rgba (-16.0, -5.0, 3.0, 0.0)
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probe (11, 10) rgba (-21.0, -5.0, 3.0, 0.0)
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probe (10, 11) rgba (-13.0, -5.0, 3.0, 0.0)
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probe (11, 11) rgba (-17.0, -5.0, 3.0, 0.0)
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probe (12, 10) rgba (-26.0, -6.0, 4.0, 0.0)
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probe (16, 16) rgba (-25.0, -7.0, 5.0, 0.0)
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probe (150, 150) rgba (-226.0, -47.0, 45.0, 0.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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pos /= 10.0;
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float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
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return float4(nonlinear, ddx_fine(nonlinear), ddy_fine(nonlinear), 0.0);
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}
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[test]
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draw quad
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probe (10, 10) rgba (-0.524999976, -0.164999843, 0.104999900, 0.0) 16
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probe (11, 10) rgba (-0.689999819, -0.164999843, 0.114999890, 0.0) 32
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probe (10, 11) rgba (-0.420000076, -0.154999852, 0.104999900, 0.0) 32
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probe (11, 11) rgba (-0.574999928, -0.154999852, 0.114999890, 0.0) 32
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probe (12, 10) rgba (-0.874999881, -0.205000162, 0.124999881, 0.0) 24
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probe (150, 150) rgba (-7.52500916, -1.56500244, 1.50500488, 0.0) 128
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