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				https://gitlab.winehq.org/wine/vkd3d.git
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	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.
		
			
				
	
	
		
			192 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			192 lines
		
	
	
		
			2.5 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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| 
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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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| 
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| 
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| [pixel shader fail(sm<6)]
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| static uint i;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 
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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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| 
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| 
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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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| 
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| 
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| [pixel shader fail]
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| static Texture2D tex;
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| sampler sam;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     return 0;
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| }
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 
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| [pixel shader]
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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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| 
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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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| 
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| [test]
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| todo(sm>=6) draw quad
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| probe all rgba (1, 2, 3, 4)
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| 
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| 
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| [pixel shader]
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| Texture2D real_tex;
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| static Texture2D tex;
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| sampler sam;
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| 
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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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| 
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| [test]
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| todo(sm>=6) draw quad
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| probe all rgba (1, 2, 3, 4)
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| 
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| 
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| [require]
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| shader model >= 5.0
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| 
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| 
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| [uav 1]
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| format r32 float
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| size (1, 1)
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| 
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| 0.5
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| 
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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 RWTexture2D<float> tex;
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| 
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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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