mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
669e85171e
Now that we have if() this is easier.
174 lines
3.0 KiB
Plaintext
174 lines
3.0 KiB
Plaintext
[require]
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shader model < 6.0
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options: backcompat
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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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[sampler 1]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 2]
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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, 1, 1)
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0.0 0.0 0.0 1.0
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[srv 1]
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size (2d, 1, 1)
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1.0 1.0 1.0 1.0
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[srv 2]
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size (2d, 1, 1)
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2.0 2.0 2.0 1.0
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[srv 3]
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size (2d, 1, 1)
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3.0 3.0 3.0 1.0
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[srv 4]
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size (2d, 1, 1)
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4.0 4.0 4.0 1.0
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[pixel shader]
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sampler sam;
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float4 main() : sv_target
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{
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return tex2D(sam, float2(0, 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, 1)
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% On sm4, textures for new separated samplers are allocated before regular textures.
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% On sm1, textures for new combined samplers are allocated before regular samplers.
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[pixel shader]
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Texture2D tex;
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sampler sam;
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float4 main() : sv_target
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{
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return 10 * tex.Sample(sam, float2(0, 0)) + tex2D(sam, float2(0, 0));
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}
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[test]
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todo(glsl) draw quad
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if(sm<4) todo probe (0, 0) rgba (1, 1, 1, 11)
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if(sm>=4) probe (0, 0) rgba (10, 10, 10, 11)
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[pixel shader]
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Texture2D tex;
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sampler sam;
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float4 main() : sv_target
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{
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return 10 * tex.Sample(sam, float2(0, 0)) + tex2D(sam, float2(0, 0));
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}
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[test]
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todo(glsl) draw quad
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if(sm<4) todo probe (0, 0) rgba (1, 1, 1, 11)
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if(sm>=4) probe (0, 0) rgba (10, 10, 10, 11)
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[pixel shader todo(sm<4)]
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Texture2D tex;
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sampler sam[2];
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float4 main() : sv_target
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{
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return 10 * tex.Sample(sam[0], float2(0, 0)) + tex2D(sam[1], float2(0, 0));
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}
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[test]
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (21, 21, 21, 11)
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[pixel shader]
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sampler sam0;
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sampler sam1;
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sampler sam2;
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float4 main() : sv_target
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{
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return 100 * tex2D(sam1, float2(0, 0)) + 10 * tex2D(sam0, float2(0, 0))
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+ tex2D(sam2, float2(0, 0));
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}
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[test]
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todo(glsl) draw quad
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if(sm<4) probe (0, 0) rgba (102, 102, 102, 111)
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if(sm>=4) probe (0, 0) rgba (12, 12, 12, 111)
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[pixel shader notimpl(sm<4)]
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Texture2D tex[2][2];
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sampler sam;
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float4 main() : sv_target
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{
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return 100 * tex[0][0].Load(int3(0, 0, 0)) + 10 * tex2D(sam, float2(0, 0))
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+ tex[1][1].Sample(sam, float2(0, 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 (104, 104, 104, 111)
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% Sampler arrays with components that have different usage dimensions are only forbidden in SM4 upwards.
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% However, tex2D and tex1D are considered the same dimension for these purposes.
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[pixel shader fail(sm>=4)]
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sampler sam[2];
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float4 main() : sv_target
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{
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return tex2D(sam[0], float2(0, 0)) + tex3D(sam[1], float3(0, 0, 0));
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}
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[pixel shader]
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sampler sam[2];
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float4 main() : sv_target
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{
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return 10 * tex2D(sam[0], float2(0, 0)) + tex1D(sam[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 (1, 1, 1, 11)
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[require]
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shader model >= 5.0
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shader model < 6.0
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options: backcompat
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[pixel shader todo]
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struct
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{
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Texture2D tex;
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sampler sam;
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} foo;
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float4 main() : sv_target
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{
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return 10 * foo.tex.Sample(foo.sam, float2(0, 0)) + tex2D(foo.sam, float2(0, 0));
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}
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[test]
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todo draw quad
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todo probe (0,0) rgba (10, 10, 10, 11)
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