mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-01-28 13:05:02 -08:00
2d91bd9200
While it looks complicated, it is what fxc/d3dcompiler does. A shader as simple as: float4 f; float4 main() : sv_target { return (int4)f; } results in the following instructions: ps_2_0 def c1, 0, 1, 0, 0 frc r0, c0 cmp r1, -r0, c1.x, c1.y add r0, -r0, c0 mov r2, c0 cmp r1, r2, c1.x, r1 add r0, r0, r1 mov oC0, r0
88 lines
1.5 KiB
Plaintext
88 lines
1.5 KiB
Plaintext
[pixel shader]
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uniform float3 f;
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float4 main() : sv_target
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{
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int3 r = f;
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return float4(r, 0);
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}
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[test]
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uniform 0 float4 10.3 -11.6 12.8 13.1
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draw quad
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probe (0, 0) rgba(10, -11, 12, 0)
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[vertex shader]
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uniform float4 f;
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void main(float4 pos : position, out float4 t1 : TEXCOORD1, out float4 out_pos : sv_position)
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{
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out_pos = pos;
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t1 = (int4)f;
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}
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[pixel shader]
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float4 main(float4 t1 : TEXCOORD1) : sv_target
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{
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return t1;
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}
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[test]
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uniform 0 float4 -0.4 -0.7 -12.8 14.8
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draw quad
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probe (0, 0) rgba(0, 0, -12, 14)
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[pixel shader todo(sm<4)]
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uniform float f;
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uniform uint u;
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uniform bool b;
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uniform float h;
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float4 main() : sv_target
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{
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float4 ret;
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ret.x = ((float)(int)f) - 1.5;
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ret.y = ((float)(int)u) + 2.5;
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ret.z = ((float)(int)b) / 2;
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ret.w = ((float)(int)(half)h) + 3.5;
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return ret;
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}
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[test]
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if(sm<4) uniform 0 float 2.6
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if(sm<4) uniform 4 float -2
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if(sm<4) uniform 8 float 1.0
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if(sm<4) uniform 12 float -3.6
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if(sm>=4) uniform 0 float 2.6
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if(sm>=4) uniform 1 int -2
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if(sm>=4) uniform 2 int -2
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if(sm>=4) uniform 3 float -3.6
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
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[pixel shader]
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float4 main() : sv_target
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{
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float f = 2.6;
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uint u = 0xfffffffe;
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bool b = true;
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half h = -3.6;
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float4 ret;
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ret.x = ((float)(int)f) - 1.5;
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ret.y = ((float)(int)u) + 2.5;
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ret.z = ((float)(int)b) / 2;
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ret.w = ((float)(int)h) + 3.5;
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return ret;
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}
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[test]
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draw quad
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if(sm<4) todo probe (0,0) rgba (0.5, 4.2949673e+009, 0.5, 0.5)
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if(sm>=4) probe (0,0) rgba (0.5, 0.5, 0.5, 0.5)
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