vkd3d/tests/hlsl/load-level.shader_test
Conor McCarthy 57280673e5 tests/shader-runner: Test shaders with dxcompiler.
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.
2023-10-11 22:21:14 +02:00

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[require]
shader model >= 4.0
[texture 0]
size (2, 2)
levels 2
1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
0.0 0.0 1.0 0.0
[pixel shader]
sampler s;
Texture2D t;
uniform uint level;
float4 main() : sv_target
{
return t.Load(uint3(0, 0, level));
}
[test]
uniform 0 uint 0
todo(sm>=6) draw quad
probe all rgba (1.0, 0.0, 1.0, 0.0)
uniform 0 uint 1
todo(sm>=6) draw quad
probe all rgba (0.0, 0.0, 1.0, 0.0)
[pixel shader fail]
sampler s;
Texture2D t;
float4 main() : sv_target
{
return t[uint3(0, 0, 0)];
}
[pixel shader]
sampler s;
Texture2D t;
float4 main() : sv_target
{
return t[uint2(0, 0)];
}
[test]
todo(sm>=6) draw quad
probe all rgba (1.0, 0.0, 1.0, 0.0)