mirror of
				https://gitlab.winehq.org/wine/vkd3d.git
				synced 2025-09-12 18:50:22 -07:00 
			
		
		
		
	It is responsibility of the shader's programmer to ensure that object references can be solved statically. Resource arrays for ps_5_1 and vs_5_1 are an exception which is not properly handled yet. They probably deserve a different object type. Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
		
			
				
	
	
		
			121 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			121 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [require]
 | |
| shader model >= 4.0
 | |
| 
 | |
| [texture 0]
 | |
| size (2, 2)
 | |
| 0.1 0.2 0.3 0.4     0.5 0.7 0.6 0.8
 | |
| 0.6 0.5 0.2 0.1     0.8 0.0 0.7 1.0
 | |
| 
 | |
| [pixel shader]
 | |
| Texture2D t;
 | |
| 
 | |
| struct foo {
 | |
|     int3 a;
 | |
|     Texture2D b;
 | |
| };
 | |
| 
 | |
| float4 main(float4 pos : sv_position) : sv_target
 | |
| {
 | |
|     struct foo q;
 | |
| 
 | |
|     q.a = int3(pos.xy, 0);
 | |
|     q.b = t;
 | |
|     return q.b.Load(q.a);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
 | |
| probe (1, 0) rgba (0.5, 0.7, 0.6, 0.8)
 | |
| probe (0, 1) rgba (0.6, 0.5, 0.2, 0.1)
 | |
| probe (1, 1) rgba (0.8, 0.0, 0.7, 1.0)
 | |
| 
 | |
| 
 | |
| [texture 0]
 | |
| size (1, 1)
 | |
| 1.0 1.0 1.0 1.0
 | |
| 
 | |
| [texture 1]
 | |
| size (1, 1)
 | |
| 2.0 2.0 2.0 1.0
 | |
| 
 | |
| [texture 2]
 | |
| size (1, 1)
 | |
| 3.0 3.0 3.0 1.0
 | |
| 
 | |
| [pixel shader]
 | |
| Texture2D tex[3];
 | |
| 
 | |
| struct foo {
 | |
|     float4 p;
 | |
|     Texture2D t;
 | |
| };
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     struct foo s[3];
 | |
| 
 | |
|     s[0].t = tex[0];
 | |
|     s[1].t = tex[1];
 | |
|     s[2].t = tex[2];
 | |
|     return 100 * s[2].t.Load(0) + 10 * s[0].t.Load(0) + s[1].t.Load(0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| todo draw quad
 | |
| todo probe all rgba (312, 312, 312, 111)
 | |
| 
 | |
| 
 | |
| [pixel shader]
 | |
| Texture2D tex1;
 | |
| Texture2D tex2;
 | |
| Texture2D tex3;
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     Texture2D t[3][2];
 | |
| 
 | |
|     t[0][0] = tex1; // Note: Only invalid in shader model 5.1, array ref. cannot be used as l-value.
 | |
|     t[0][1] = tex2;
 | |
|     t[1][0] = tex3;
 | |
|     t[1][1] = tex1;
 | |
|     t[2][0] = tex2;
 | |
|     t[2][1] = tex3;
 | |
|     return 1000 * t[2][0].Load(0) + 100 * t[1][1].Load(0) + 10 * t[2][1].Load(0) + t[0][1].Load(0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2132, 2132, 2132, 1111)
 | |
| 
 | |
| 
 | |
| [pixel shader fail]
 | |
| Texture2D tex[3];
 | |
| uniform int n;
 | |
| 
 | |
| struct foo {
 | |
|     float4 p;
 | |
|     Texture2D t;
 | |
| };
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     struct foo s[3];
 | |
| 
 | |
|     s[0].t = tex[0];
 | |
|     s[1].t = tex[1];
 | |
|     s[2].t = tex[2];
 | |
|     return s[n].t.Load(0);
 | |
| }
 | |
| 
 | |
| 
 | |
| [pixel shader fail]
 | |
| // Note: Only valid in shader model 5.1
 | |
| Texture2D tex[3];
 | |
| uniform int n;
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return tex[n].Load(0);
 | |
| }
 |