mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-01-28 13:05:02 -08:00
633 lines
16 KiB
Plaintext
633 lines
16 KiB
Plaintext
[require]
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shader model >= 4.0
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[input layout]
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0 r32g32-float POSITION
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1 r32-float CLIP_DISTANCE
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[vb 0]
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-1.0 -1.0
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-1.0 1.0
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1.0 -1.0
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1.0 1.0
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[vb 1]
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1.0
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1.0
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1.0
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1.0
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[rtv 0]
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format r32g32b32a32-float
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size (2d, 640, 480)
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[vertex shader todo]
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struct input
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{
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float4 position : POSITION;
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float distance : CLIP_DISTANCE;
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};
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struct vertex
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{
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float4 position : SV_POSITION;
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float clip : SV_ClipDistance;
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};
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void main(input vin, out vertex vertex)
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{
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vertex.position = vin.position;
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vertex.clip = vin.distance;
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}
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[pixel shader]
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float4 main(const in float4 position : SV_Position) : SV_Target
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{
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(sm<6) draw triangle strip 4
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probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
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[vb 1]
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0.0
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0.0
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0.0
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0.0
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(sm<6) draw triangle strip 4
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probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
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[vb 1]
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-1.0
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-1.0
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-1.0
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-1.0
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(sm<6) draw triangle strip 4
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probe (0, 0, 640, 480) rgba(1.0, 1.0, 1.0, 1.0)
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[vb 1]
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1.0
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1.0
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-1.0
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-1.0
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(sm<6) draw triangle strip 4
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probe rtv 0 (160, 240) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 240) rgba(1.0, 1.0, 1.0, 1.0)
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[vb 1]
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-1.0
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1.0
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-1.0
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1.0
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(sm<6) draw triangle strip 4
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probe rtv 0 (320, 120) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 360) rgba(1.0, 1.0, 1.0, 1.0)
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% A single clip distance.
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[vertex shader todo]
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static const float2 vertices[3] =
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{
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{-1.0f, 1.0f},
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{ 3.0f, 1.0f},
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{-1.0f, -3.0f},
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};
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struct vs_out
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{
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float4 position : SV_Position;
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float clip : SV_ClipDistance;
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};
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void main(uint id : SV_VertexID, out vs_out o)
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{
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const float2 pos = vertices[id];
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o.position = float4(pos, 0.0f, 1.0f);
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o.clip = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
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}
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[test]
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clear rtv 0 1.0 1.0 0.0 1.0
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todo(sm<6) draw triangle strip 4
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probe rtv 0 (160, 120) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 120) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 120) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 240) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 360) rgba(0.0, 1.0, 0.0, 1.0)
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% A single clip distance, disguised as an array.
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[vertex shader todo]
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static const float2 vertices[3] =
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{
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{-1.0f, 1.0f},
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{ 3.0f, 1.0f},
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{-1.0f, -3.0f},
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};
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struct vs_out
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{
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float4 position : SV_Position;
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float clip[1] : SV_ClipDistance1;
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};
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void main(uint id : SV_VertexID, out vs_out o)
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{
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const float2 pos = vertices[id];
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o.position = float4(pos, 0.0f, 1.0f);
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o.clip[0] = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
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}
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[test]
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clear rtv 0 1.0 1.0 0.0 1.0
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todo(sm<6) draw triangle strip 4
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probe rtv 0 (160, 120) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 120) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 120) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 240) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 360) rgba(0.0, 1.0, 0.0, 1.0)
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% Two clip distances.
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[vertex shader todo]
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static const float2 vertices[3] =
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{
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{-1.0f, 1.0f},
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{ 3.0f, 1.0f},
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{-1.0f, -3.0f},
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};
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struct vs_out
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{
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float4 position : SV_Position;
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float2 clip : SV_ClipDistance;
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};
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void main(uint id : SV_VertexID, out vs_out o)
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{
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const float2 pos = vertices[id];
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o.position = float4(pos, 0.0f, 1.0f);
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o.clip.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
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o.clip.y = 0.15f + 0.6f * pos.x - 0.4f * pos.y;
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}
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[test]
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clear rtv 0 1.0 1.0 0.0 1.0
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todo(sm<6) draw triangle strip 4
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probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 120) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 240) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 360) rgba(0.0, 1.0, 0.0, 1.0)
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% Five clip distances.
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[vertex shader todo]
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static const float2 vertices[3] =
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{
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{-1.0f, 1.0f},
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{ 3.0f, 1.0f},
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{-1.0f, -3.0f},
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};
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struct vs_out
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{
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float4 position : SV_Position;
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float2 clip : SV_ClipDistance;
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float3 clip2 : SV_ClipDistance1;
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};
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void main(uint id : SV_VertexID, out vs_out o)
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{
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const float2 pos = vertices[id];
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o.position = float4(pos, 0.0f, 1.0f);
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o.clip.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
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o.clip.y = 0.15f + 0.6f * pos.x - 0.4f * pos.y;
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o.clip2.x = 0.55f - 0.6f * pos.x + 0.4f * pos.y;
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o.clip2.y = 0.25f - 0.6f * pos.x + 0.4f * pos.y;
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o.clip2.z = 0.25f - 0.6f * pos.x - 0.4f * pos.y;
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}
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[test]
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clear rtv 0 1.0 1.0 0.0 1.0
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todo(sm<6) draw triangle strip 4
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probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 240) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 360) rgba(1.0, 1.0, 0.0, 1.0)
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% Now it works. Here all the cull distances are effectively ignored, because
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% they do not leave the only triangle entirely on one side. (Also, they
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% coincide with other clip distances.)
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[vertex shader todo]
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static const float2 vertices[3] =
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{
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{-1.0f, 1.0f},
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{ 3.0f, 1.0f},
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{-1.0f, -3.0f},
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};
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struct vs_out
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{
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float4 position : SV_Position;
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float2 clip : SV_ClipDistance;
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float3 clip2 : SV_ClipDistance1;
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float2 cull2 : SV_CullDistance1;
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float1 cull : SV_CullDistance;
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};
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void main(uint id : SV_VertexID, out vs_out o)
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{
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const float2 pos = vertices[id];
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o.position = float4(pos, 0.0f, 1.0f);
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o.clip.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
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o.clip.y = 0.15f + 0.6f * pos.x - 0.4f * pos.y;
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o.clip2.x = 0.55f - 0.6f * pos.x + 0.4f * pos.y;
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o.clip2.y = 0.25f - 0.6f * pos.x + 0.4f * pos.y;
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o.clip2.z = 0.25f - 0.6f * pos.x - 0.4f * pos.y;
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o.cull.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
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o.cull2.x = 0.55f - 0.6f * pos.x + 0.4f * pos.y;
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o.cull2.y = 0.25f - 0.6f * pos.x + 0.4f * pos.y;
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}
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[test]
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clear rtv 0 1.0 1.0 0.0 1.0
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todo(sm<6) draw triangle strip 4
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probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 240) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 360) rgba(1.0, 1.0, 0.0, 1.0)
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% Let clip and cull distances go through a geometry shader.
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[geometry shader todo]
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struct vs_out
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{
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float4 position : SV_Position;
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float2 clip : SV_ClipDistance;
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float3 clip2 : SV_ClipDistance1;
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float2 cull2 : SV_CullDistance1;
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float1 cull : SV_CullDistance;
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};
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[maxvertexcount(3)]
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void main(triangle vs_out input[3], inout TriangleStream<vs_out> stream)
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{
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unsigned int i;
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vs_out output;
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for (i = 0; i < 3; ++i)
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{
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output = input[i];
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stream.Append(output);
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}
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}
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[test]
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clear rtv 0 1.0 1.0 0.0 1.0
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todo draw triangle strip 4
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probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 240) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 360) rgba(1.0, 1.0, 0.0, 1.0)
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% Generate clip and cull distances in the geometry shader.
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[vertex shader]
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static const float2 vertices[3] =
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{
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{-1.0f, 1.0f},
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{ 3.0f, 1.0f},
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{-1.0f, -3.0f},
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};
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struct vs_out
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{
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float4 position : SV_Position;
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uint id : VERTEXID;
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};
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void main(uint id : SV_VertexID, out vs_out o)
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{
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const float2 pos = vertices[id];
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o.position = float4(pos, 0.0f, 1.0f);
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o.id = id;
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}
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[geometry shader todo]
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struct vs_out
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{
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float4 position : SV_Position;
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uint id : VERTEXID;
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};
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struct gs_out
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{
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float4 position : SV_Position;
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float2 clip : SV_ClipDistance;
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float3 clip2 : SV_ClipDistance1;
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float2 cull2 : SV_CullDistance1;
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float1 cull : SV_CullDistance;
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};
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void emit_position(float4 pos, inout TriangleStream<gs_out> stream)
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{
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gs_out output;
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output.position = pos;
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output.clip.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
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output.clip.y = 0.15f + 0.6f * pos.x - 0.4f * pos.y;
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output.clip2.x = 0.55f - 0.6f * pos.x + 0.4f * pos.y;
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output.clip2.y = 0.25f - 0.6f * pos.x + 0.4f * pos.y;
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output.clip2.z = 0.25f - 0.6f * pos.x - 0.4f * pos.y;
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output.cull.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
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output.cull2.x = 0.55f - 0.6f * pos.x + 0.4f * pos.y;
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output.cull2.y = 0.25f - 0.6f * pos.x + 0.4f * pos.y;
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stream.Append(output);
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}
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[maxvertexcount(3)]
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void main(triangle vs_out input[3], inout TriangleStream<gs_out> stream)
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{
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unsigned int i;
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for (i = 0; i < 3; ++i)
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emit_position(input[i].position, stream);
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}
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[test]
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clear rtv 0 1.0 1.0 0.0 1.0
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todo(sm<6) draw triangle strip 4
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probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
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probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 120) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 240) rgba(1.0, 1.0, 0.0, 1.0)
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probe rtv 0 (480, 360) rgba(1.0, 1.0, 0.0, 1.0)
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% Now let's test cull distances for real: we remove the clip distances they
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% duplicate and use the geometry shader to create many little triangles around
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% the test points; first we check that we're drawing properly disabling all
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% clipping and culling.
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[geometry shader todo]
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struct vs_out
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{
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float4 position : SV_Position;
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uint id : VERTEXID;
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};
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struct gs_out
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{
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float4 position : SV_Position;
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float2 clip : SV_ClipDistance;
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float2 cull2 : SV_CullDistance1;
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float1 cull : SV_CullDistance;
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};
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void emit_position(float4 pos, inout TriangleStream<gs_out> stream)
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{
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gs_out output;
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output.position = pos;
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output.clip = 1.0f;
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output.cull = 1.0f;
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output.cull2 = 1.0f;
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stream.Append(output);
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}
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static const float4 displacements[3] =
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{
|
|
{ 0.01f, 0.01f, 0.0f, 0.0f},
|
|
{-0.02f, 0.01f, 0.0f, 0.0f},
|
|
{ 0.01f, -0.02f, 0.0f, 0.0f},
|
|
};
|
|
|
|
[maxvertexcount(27)]
|
|
void main(triangle vs_out input[3], inout TriangleStream<gs_out> stream)
|
|
{
|
|
unsigned int i, j;
|
|
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
for (j = 0; j < 3; ++j)
|
|
{
|
|
float4 pos = float4(0.0f, 0.0f, 0.0f, 1.0f);
|
|
pos.x = 0.5f - 0.5f * i;
|
|
pos.y = 0.5f - 0.5f * j;
|
|
|
|
emit_position(pos + displacements[0], stream);
|
|
emit_position(pos + displacements[1], stream);
|
|
emit_position(pos + displacements[2], stream);
|
|
|
|
stream.RestartStrip();
|
|
}
|
|
}
|
|
}
|
|
|
|
[test]
|
|
clear rtv 0 1.0 1.0 0.0 1.0
|
|
todo(sm<6) draw triangle strip 4
|
|
probe rtv 0 (160, 120) rgba(0.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (160, 240) rgba(0.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (160, 360) rgba(0.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (320, 120) rgba(0.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (320, 360) rgba(0.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (480, 120) rgba(0.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (480, 240) rgba(0.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (480, 360) rgba(0.0, 1.0, 0.0, 1.0)
|
|
|
|
% Then we add clipping and culling: at first only a few distances.
|
|
|
|
[geometry shader todo]
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_Position;
|
|
uint id : VERTEXID;
|
|
};
|
|
|
|
struct gs_out
|
|
{
|
|
float4 position : SV_Position;
|
|
float2 clip : SV_ClipDistance;
|
|
float2 cull2 : SV_CullDistance1;
|
|
float1 cull : SV_CullDistance;
|
|
};
|
|
|
|
void emit_position(float4 pos, inout TriangleStream<gs_out> stream)
|
|
{
|
|
gs_out output;
|
|
|
|
output.position = pos;
|
|
output.clip = 1.0f;
|
|
output.clip.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
|
|
output.cull = 1.0f;
|
|
output.cull.x = 0.25f - 0.6f * pos.x - 0.4f * pos.y;
|
|
output.cull2 = 1.0f;
|
|
|
|
stream.Append(output);
|
|
}
|
|
|
|
static const float4 displacements[3] =
|
|
{
|
|
{ 0.01f, 0.01f, 0.0f, 0.0f},
|
|
{-0.02f, 0.01f, 0.0f, 0.0f},
|
|
{ 0.01f, -0.02f, 0.0f, 0.0f},
|
|
};
|
|
|
|
[maxvertexcount(27)]
|
|
void main(triangle vs_out input[3], inout TriangleStream<gs_out> stream)
|
|
{
|
|
unsigned int i, j;
|
|
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
for (j = 0; j < 3; ++j)
|
|
{
|
|
float4 pos = float4(0.0f, 0.0f, 0.0f, 1.0f);
|
|
pos.x = 0.5f - 0.5f * i;
|
|
pos.y = 0.5f - 0.5f * j;
|
|
|
|
emit_position(pos + displacements[0], stream);
|
|
emit_position(pos + displacements[1], stream);
|
|
emit_position(pos + displacements[2], stream);
|
|
|
|
stream.RestartStrip();
|
|
}
|
|
}
|
|
}
|
|
|
|
[test]
|
|
clear rtv 0 1.0 1.0 0.0 1.0
|
|
todo(sm<6) draw triangle strip 4
|
|
probe rtv 0 (160, 120) rgba(0.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (320, 120) rgba(0.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (480, 120) rgba(1.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (480, 240) rgba(1.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (480, 360) rgba(0.0, 1.0, 0.0, 1.0)
|
|
|
|
% Then enough to get rid of nearly all test points.
|
|
|
|
[geometry shader todo]
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_Position;
|
|
uint id : VERTEXID;
|
|
};
|
|
|
|
struct gs_out
|
|
{
|
|
float4 position : SV_Position;
|
|
float2 clip : SV_ClipDistance;
|
|
float2 cull2 : SV_CullDistance1;
|
|
float1 cull : SV_CullDistance;
|
|
};
|
|
|
|
void emit_position(float4 pos, inout TriangleStream<gs_out> stream)
|
|
{
|
|
gs_out output;
|
|
|
|
output.position = pos;
|
|
output.clip.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
|
|
output.clip.y = 0.15f + 0.6f * pos.x - 0.4f * pos.y;
|
|
output.cull.x = 0.25f - 0.6f * pos.x - 0.4f * pos.y;
|
|
output.cull2.x = 0.55f - 0.6f * pos.x + 0.4f * pos.y;
|
|
output.cull2.y = 0.25f - 0.6f * pos.x + 0.4f * pos.y;
|
|
|
|
stream.Append(output);
|
|
}
|
|
|
|
static const float4 displacements[3] =
|
|
{
|
|
{ 0.05f, 0.05f, 0.0f, 0.0f},
|
|
{-0.1f, 0.05f, 0.0f, 0.0f},
|
|
{ 0.05f, -0.1f, 0.0f, 0.0f},
|
|
};
|
|
|
|
[maxvertexcount(27)]
|
|
void main(triangle vs_out input[3], inout TriangleStream<gs_out> stream)
|
|
{
|
|
unsigned int i, j;
|
|
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
for (j = 0; j < 3; ++j)
|
|
{
|
|
float4 pos = float4(0.0f, 0.0f, 0.0f, 1.0f);
|
|
pos.x = 0.5f - 0.5f * i;
|
|
pos.y = 0.5f - 0.5f * j;
|
|
|
|
emit_position(pos + displacements[0], stream);
|
|
emit_position(pos + displacements[1], stream);
|
|
emit_position(pos + displacements[2], stream);
|
|
|
|
stream.RestartStrip();
|
|
}
|
|
}
|
|
}
|
|
|
|
[test]
|
|
clear rtv 0 1.0 1.0 0.0 1.0
|
|
todo(sm<6) draw triangle strip 4
|
|
probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (320, 120) rgba(1.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (480, 120) rgba(1.0, 1.0, 0.0, 1.0)
|
|
probe rtv 0 (480, 240) rgba(1.0, 1.0, 0.0, 1.0)
|
|
bug(mesa<23.3) probe rtv 0 (480, 360) rgba(1.0, 1.0, 0.0, 1.0)
|