mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-12-15 08:03:30 -08:00
107 lines
3.5 KiB
Plaintext
107 lines
3.5 KiB
Plaintext
% Tests for 1.x bump environment mapping instructions.
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% The main function of texbem/texbeml is to slightly perturb the texture
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% coordinates. We could in theory test the perturbed texture coordinates simply
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% by setting up a linear filter between two pixels and testing what value is
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% returned, but unfortunately linear filtering doesn't actually have arbitrary
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% precision between two given pixels, and in practice the precision can be low.
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% Instead we'll need to use a large source texture. Since we can't feasibly
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% specify that much data by hand, we set up an initial rendering pass to fill
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% the source texture with the right values.
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[require]
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shader model < 3.0
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[rtv 0]
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format r32g32b32a32-float
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size (2d, 1000, 1000)
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[sampler 0]
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filter point point point
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address clamp clamp clamp
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[sampler 1]
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filter linear linear linear
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address clamp clamp clamp
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[srv 0]
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size (2d, 2, 1)
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0.1 0.2 0.3 0.4 0.4 0.3 0.2 0.1
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[srv 1]
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size (2d, 1000, 1000)
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[vertex shader]
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void main(inout float4 pos : position, out float4 tex : texcoord)
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{
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tex = (pos + 1) / 2;
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}
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[pixel shader]
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float4 main(float4 tex : texcoord) : color
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{
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/* Compensate for the pixel center. */
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tex.x += (0.5 / 1000.0);
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tex.y -= (0.5 / 1000.0);
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return float4(tex.yx, 1.0 - tex.xy);
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}
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[test]
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draw quad
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copy rtv 0 srv 1
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[vertex shader]
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void main(inout float4 pos : position, out float4 tex0 : texcoord, out float4 tex1 : texcoord1)
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{
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tex0 = (pos + 1) / 2;
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tex1 = float4(0.2, 0.3, 0.4, 0.5);
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}
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[pixel shader d3dbc-hex]
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% TODO: Convert to assembly.
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ffff0101 % ps_1_1
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00000042 b00f0000 % tex t0
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00000043 b00f0001 b0e40000 % texbem t1, t0
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00000001 800f0000 b0e40001 % mov r0, t1
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0000ffff % end
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[test]
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bump 1 f32(0.1, 0.2, 0.3, 0.5) 2.0 0.3
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draw quad
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% WARP transposes the matrix for TEXBEM/TEXBEML, but not for BEM.
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if(!warp) probe (250, 500) f32(0.58, 0.27, 0.73, 0.42) 32
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if(!warp) probe (750, 500) f32(0.47, 0.33, 0.67, 0.53) 16
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[pixel shader d3dbc-hex]
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% TODO: Convert to assembly.
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ffff0101 % ps_1_1
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00000042 b00f0000 % tex t0
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00000044 b00f0001 b0e40000 % texbeml t1, t0
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00000001 800f0000 b0e40001 % mov r0, t1
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0000ffff % end
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[test]
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bump 1 f32(0.1, 0.2, 0.3, 0.5) 2.0 0.3
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draw quad
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% Besides transposing the matrix, WARP also uses the texcoord t1.z (0.4)
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% as a luminance factor, instead of the textured value t0.z (0.3 or 0.2).
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if(!warp) probe (250, 500) f32(0.522, 0.243, 0.657, 0.378) 32
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if(!warp) probe (750, 500) f32(0.329, 0.231, 0.469, 0.371) 16
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[pixel shader d3dbc-hex]
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% TODO: Convert to assembly.
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ffff0104 % ps_1_4
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00000051 a00f0000 3dcccccd 3e4ccccd 3e99999a 3ecccccd % def c0, 0.1, 0.2, 0.3, 0.4
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00000051 a00f0001 3e99999a 3ecccccd 3f000000 3f19999a % def c1, 0.3, 0.4, 0.5, 0.6
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00000001 800f0000 a0e40000 % mov r0, c0
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00000001 800f0001 a0e40001 % mov r1, c1
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% Note that NVidia will crash if we use c0/c1 directly here.
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00000059 80030002 80e40001 80e40000 % bem r2.xy, r1, r0
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00000001 80030000 80e40002 % mov r0.xy, r2
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0000ffff % end
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[test]
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bump 2 f32(0.2, 0.3, 0.5, 0.6) 2.0 0.3
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draw quad
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probe (320, 240) f32(0.42, 0.55, 0.3, 0.4) 1
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