mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
145 lines
2.7 KiB
Plaintext
145 lines
2.7 KiB
Plaintext
[require]
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shader model >= 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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comparison never
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[srv 0]
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format r32-float-shadow
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size (2d, 2, 2)
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0.5 0.5
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0.5 0.5
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[pixel shader]
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Texture2D<float> t : register(t0);
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SamplerComparisonState s : register(s0);
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float4 main() : sv_target
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{
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float ref = 0.5, delta = 0.00000007;
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return float4(
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t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref - delta),
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t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref),
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t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref + delta),
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1.0);
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
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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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comparison less
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 0.0, 0.0, 1.0)
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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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comparison equal
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
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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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comparison less equal
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.0, 0.0, 1.0)
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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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comparison greater
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)
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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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comparison not equal
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 0.0, 1.0, 1.0)
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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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comparison greater equal
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
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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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comparison always
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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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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comparison greater
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% Non-constant ref
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[pixel shader]
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Texture2D<float> t : register(t0);
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SamplerComparisonState s : register(s0);
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float ref, delta;
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float4 main() : sv_target
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{
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return float4(
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t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref - delta),
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t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref),
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t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref + delta),
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1.0);
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}
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[test]
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uniform 0 float 0.5
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uniform 1 float 0.00000007
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)
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[pixel shader]
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Texture2D<float> t : register(t0);
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SamplerComparisonState s : register(s0);
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float ref;
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float4 main() : sv_target
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{
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float delta = 0.00000007;
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return float4(
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t.SampleCmp(s, float2(0.5, 0.5), ref - delta),
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t.SampleCmp(s, float2(0.5, 0.5), 0.5),
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t.SampleCmp(s, float2(0.5, 0.5), ref + delta),
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1.0);
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}
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[test]
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uniform 0 float 0.5
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draw quad
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probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)
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