mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
57280673e5
The location of dxcompiler should be set during configuration with 'DXCOMPILER_LIBS=-L/path/to/dxcompiler', and then at runtime with LD_LIBRARY_PATH, WINEPATH or PATH as applicable. A new 'fail(sm<6)' decoration is needed on many shader declarations because dxcompiler succeeds on many shaders which fail with fxc. The opposite case is less common and is flagged with 'fail(sm>=6)'. A few tests cause dxcompiler to crash or hang, so these are avoided using [require], which now skips tests until reset instead of exiting. Also, 'todo(sm<6)' and 'todo(sm>=6)' are used to separate checking of results.
245 lines
3.1 KiB
Plaintext
245 lines
3.1 KiB
Plaintext
[pixel shader]
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float4 main() : sv_target
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{
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return float2x2(0.4, 0.3, 0.2, 0.1);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.1)
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[pixel shader]
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float4 main() : sv_target
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{
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return float1x4(0.4, 0.3, 0.2, 0.1);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.1)
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[pixel shader]
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float4 main() : sv_target
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{
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return float4x1(0.4, 0.3, 0.2, 0.1);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.1)
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[pixel shader]
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float4x1 main() : sv_target
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{
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return float4(0.4, 0.3, 0.2, 0.1);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.1)
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[pixel shader]
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float3 func()
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{
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return float3x1(0.4, 0.3, 0.2);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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float3 func()
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{
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return float1x3(0.4, 0.3, 0.2);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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float1x3 func()
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{
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return float3(0.4, 0.3, 0.2);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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float3x1 func()
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{
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return float3(0.4, 0.3, 0.2);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail]
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float3x1 func()
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{
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return float1x3(0.4, 0.3, 0.2);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[pixel shader fail]
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float1x3 func()
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{
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return float3x1(0.4, 0.3, 0.2);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[pixel shader]
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float3 func()
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{
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return float4(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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float3 func()
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{
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return float4x1(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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float3 func()
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{
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return float1x4(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail(sm<6) todo]
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float3x1 func()
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{
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return float4(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[pixel shader]
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float3x1 func()
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{
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return float4x1(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail]
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float3x1 func()
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{
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return float1x4(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[pixel shader]
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float1x3 func()
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{
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return float4(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail]
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float1x3 func()
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{
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return float4x1(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[pixel shader]
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float1x3 func()
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{
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return float1x4(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[test]
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draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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