mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
4d2ce385a7
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
332 lines
7.0 KiB
Plaintext
332 lines
7.0 KiB
Plaintext
% Note that, except for effects, default values do not affect the execution.
|
|
% The default values are intended to be obtained using reflection.
|
|
|
|
[pixel shader]
|
|
float2 a = {1, 2};
|
|
float4x2 b = {1, 2, 3, 4, 5, 6, 7, 8};
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return float4(a, b[2]);
|
|
}
|
|
|
|
[test]
|
|
if(sm<4) uniform 0 float4 10 30 50 70
|
|
if(sm<4) uniform 4 float4 20 40 60 80
|
|
if(sm<4) uniform 8 float4 10 20 0 0
|
|
if(sm>=4) uniform 0 float4 10 20 0 0
|
|
if(sm>=4) uniform 4 float4 10 30 50 70
|
|
if(sm>=4) uniform 8 float4 20 40 60 80
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (10, 20, 50, 60)
|
|
|
|
|
|
[pixel shader fail(sm<6)]
|
|
float a = 7;
|
|
float4 b = a; // initial value must be a literal expression.
|
|
|
|
float4 main() : sv_target { return 0; }
|
|
|
|
|
|
[pixel shader fail(sm<6)]
|
|
float a = 7;
|
|
float4 b = {1, 2, a, 4}; // initial value must be a literal expression.
|
|
|
|
float4 main() : sv_target { return 0; }
|
|
|
|
|
|
[pixel shader fail]
|
|
Texture2D tex;
|
|
struct
|
|
{
|
|
Texture2D t;
|
|
float a;
|
|
} apple = {tex, 4}; // initial value must be a literal expression.
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
|
|
[pixel shader]
|
|
static const float a = 7;
|
|
float4 b = {1, 2, a, 4}; // static constant values are allowed on the initializer.
|
|
|
|
float4 main() : sv_target { return b; }
|
|
|
|
[test]
|
|
uniform 0 float4 10.0 20.0 30.0 40.0
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (10, 20, 30, 40)
|
|
|
|
|
|
[pixel shader]
|
|
float4 a = {3, 5, float2(4, 4)}; // numeric type initializers are allowed.
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return 2 * a;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float4 10.0 20.0 30.0 40.0
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (20, 40, 60, 80)
|
|
|
|
|
|
[pixel shader]
|
|
int4 a[2] = {10, 20, float3x2(1, 2, 3, 4, 5, 6)}; // matrix numeric type initializers are allowed.
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return 2 * a[1];
|
|
}
|
|
|
|
[test]
|
|
if(sm<4) uniform 0 float4 10 20 30 40
|
|
if(sm<4) uniform 4 float4 50 60 70 80
|
|
if(sm>=4) uniform 0 int4 10 20 30 40
|
|
if(sm>=4) uniform 4 int4 50 60 70 80
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (100, 120, 140, 160)
|
|
|
|
|
|
[pixel shader]
|
|
struct apple
|
|
{
|
|
float3 a[2];
|
|
int2x2 b;
|
|
} ap = {1, 2, 3, 4, 5, 6, 7.5, 8, 9, 10};
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return float4(ap.b);
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float4 10 20 30 0
|
|
uniform 4 float4 40 50 60 0
|
|
if(sm<4) uniform 8 float4 70 90 0 0
|
|
if(sm<4) uniform 12 float4 80 100 0 0
|
|
if(sm>=4) uniform 8 int4 70 90 0 0
|
|
if(sm>=4) uniform 12 int4 80 100 0 0
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (70, 80, 90, 100)
|
|
|
|
|
|
[pixel shader]
|
|
cbuffer buff
|
|
{
|
|
float2 a = {1, 2};
|
|
float4x2 b = {1, 2, 3, 4, 5, 6, 7, 8};
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return float4(a, b[2]);
|
|
}
|
|
|
|
[test]
|
|
if(sm<4) uniform 0 float4 10 30 50 70
|
|
if(sm<4) uniform 4 float4 20 40 60 80
|
|
if(sm<4) uniform 8 float4 10 20 0 0
|
|
if(sm>=4) uniform 0 float4 10 20 0 0
|
|
if(sm>=4) uniform 4 float4 10 30 50 70
|
|
if(sm>=4) uniform 8 float4 20 40 60 80
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (10, 20, 50, 60)
|
|
|
|
|
|
[pixel shader fail(sm<6)]
|
|
cbuffer buff
|
|
{
|
|
float a = 7;
|
|
float4 b = a; // initial value must be a literal expression.
|
|
}
|
|
|
|
float4 main() : sv_target { return 0; }
|
|
|
|
|
|
[pixel shader fail(sm<6)]
|
|
cbuffer buff
|
|
{
|
|
float a = 7;
|
|
float4 b = {1, 2, a, 4}; // initial value must be a literal expression.
|
|
}
|
|
|
|
float4 main() : sv_target { return 0; }
|
|
|
|
|
|
[pixel shader]
|
|
static const float a = 7;
|
|
|
|
cbuffer buff
|
|
{
|
|
float4 b = {1, 2, a, 4}; // static constant values are allowed on the initializer.
|
|
}
|
|
|
|
float4 main() : sv_target { return b; }
|
|
|
|
[test]
|
|
uniform 0 float4 10 20 30 40
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (10, 20, 30, 40)
|
|
|
|
|
|
[pixel shader]
|
|
cbuffer buff
|
|
{
|
|
float2 a = {1, 2};
|
|
float4 b = {3, 5, float2(4, 4)}; // numeric type initializers are allowed.
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return 2 * b;
|
|
}
|
|
|
|
[test]
|
|
if(sm<4) uniform 0 float4 30 50 40 40
|
|
if(sm>=4) uniform 0 float4 10 20 0 0
|
|
if(sm>=4) uniform 4 float4 30 50 40 40
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (60, 100, 80, 80)
|
|
|
|
|
|
[pixel shader]
|
|
cbuffer buff
|
|
{
|
|
struct apple
|
|
{
|
|
float3 a[2];
|
|
int2x2 b;
|
|
} ap = {1, 2, 3, 4, 5, 6, 7.5, 8, 9, 10};
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return float4(ap.b);
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float4 10 20 30 0
|
|
uniform 4 float4 40 50 60 0
|
|
if(sm<4) uniform 8 float4 70 90 0 0
|
|
if(sm<4) uniform 12 float4 80 100 0 0
|
|
if(sm>=4) uniform 8 int4 70 90 0 0
|
|
if(sm>=4) uniform 12 int4 80 100 0 0
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (70, 80, 90, 100)
|
|
|
|
|
|
% In SM4, the values in the default values initializer of matrices end up in different components
|
|
% than for regular initializers. The values are assigned to the matrix components in Chinese
|
|
% reading order, i.e. the components of a whole column are assigned before the next column, unlike
|
|
% regular initializers where the components of each row are assigned before the next row.
|
|
[pixel shader]
|
|
int2x3 m = {1, 2, 3, 4, 5, 6};
|
|
// int2x3 m; // Offset: 0 Size: 40
|
|
// = 0x00000001 0x00000002 0x00000000 0x00000000
|
|
// 0x00000003 0x00000004 0x00000000 0x00000000
|
|
// 0x00000005 0x00000006
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return m[0][0];
|
|
}
|
|
|
|
|
|
% The same happens for numeric constructors.
|
|
[pixel shader]
|
|
int2x3 m = int2x3(1, 2, 3, 4, 5, 6);
|
|
// int2x3 m; // Offset: 0 Size: 40
|
|
// = 0x00000001 0x00000002 0x00000000 0x00000000
|
|
// 0x00000003 0x00000004 0x00000000 0x00000000
|
|
// 0x00000005 0x00000006
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return m[0][0];
|
|
}
|
|
|
|
|
|
[pixel shader]
|
|
cbuffer buff
|
|
{
|
|
row_major int2x3 m = {1, 2, 3, 4, 5, 6};
|
|
// row_major int2x3 m; // Offset: 0 Size: 28
|
|
// = 0x00000001 0x00000003 0x00000005 0x00000000
|
|
// 0x00000002 0x00000004 0x00000006
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return m[0][0];
|
|
}
|
|
|
|
|
|
[pixel shader fail(sm>=6)]
|
|
struct
|
|
{
|
|
float2 a[2];
|
|
row_major int2x3 b;
|
|
float3 c[2];
|
|
} apple = {100, 101, 110, 111, 1, 2, 3, 4, 5, 6, 200, 201, 202, 210, 211, 212};
|
|
// struct
|
|
// {
|
|
//
|
|
// float2 a[2]; // Offset: 0
|
|
// row_major int2x3 b; // Offset: 32
|
|
// float3 c[2]; // Offset: 64
|
|
//
|
|
// } apple; // Offset: 0 Size: 92
|
|
// = 0x42c80000 0x42ca0000 0x00000000 0x00000000
|
|
// 0x42dc0000 0x42de0000 0x00000000 0x00000000
|
|
// 0x00000001 0x00000003 0x00000005 0x00000000
|
|
// 0x00000002 0x00000004 0x00000006 0x00000000
|
|
// 0x43480000 0x43490000 0x434a0000 0x00000000
|
|
// 0x43520000 0x43530000 0x43540000
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return float4(apple.c[0], 0);
|
|
}
|
|
|
|
|
|
[require]
|
|
shader model >= 5.0
|
|
|
|
|
|
% Default values for doubles don't seem to be saved properly.
|
|
[pixel shader todo]
|
|
double2 m = {1, 2};
|
|
// double2 m; // Offset: 0 Size: 16
|
|
// = 0x00000000 0x00000000 0x40000000 0x00000000
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return m.y;
|
|
}
|
|
|
|
|
|
[pixel shader]
|
|
static const float3x2 mat = {10, 20, 30, 40, 50, 60};
|
|
static const float4 array[2] = {1, 2, 3, 4, 5, 6, 7, 8};
|
|
static const int idx = 1;
|
|
float3 u = {array[idx].xwwz.xy, mat._m21_m01.x}; // = {5, 8, 60}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return u.y;
|
|
}
|
|
|
|
[pixel shader fail]
|
|
float a = 1;
|
|
int a = 2;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return 0;
|
|
}
|