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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
1c73513425
At the current moment this is a little odd because for SM1 [test] directives are skipped, and the [shader] directives are not executed by the shader_runner_vulkan.c:compile_shader() but by the general shader_runner.c:compile_shader(). So in principle it is a little weird that we go through the vulkan runner. But fret not, because in the future we plan to make the parser agnostic to the language of the tests, so we will get rid of the general shader_runner.c:compile_shader() function and instead call a runner->compile_shader() function, defined for each runner. Granted, most of these may call a generic implementation that uses native compiler in Windows, and vkd3d-shader on Linux, but it would be more conceptually correct.
165 lines
2.7 KiB
Plaintext
165 lines
2.7 KiB
Plaintext
[pixel shader]
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float4 main() : sv_target
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{
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float4 a = {1, -1, -1, 10};
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float4 b = {2, 1, 1, 20};
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float4 x = {0.3, 0.4, 2, 15.4};
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return smoothstep(a, b, x);
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}
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[test]
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draw quad
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probe all rgba (0, 0.784, 1.0, 0.559872) 1
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[pixel shader]
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float4 main() : sv_target
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{
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float a = 1;
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float b = 2;
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float4 x = {0.9, 1.2, 1.8, 2.1};
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return smoothstep(a, b, x);
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}
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[test]
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draw quad
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probe all rgba (0, 0.104, 0.896, 1.000000) 6
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[pixel shader]
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float4 main() : sv_target
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{
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float4 a = {1, 10, 100, 1000};
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float4 b = {2, 20, 200, 2000};
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float x = 14;
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return smoothstep(a, b, x);
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}
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[test]
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draw quad
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probe all rgba (1.0, 0.352, 0, 0) 1
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[pixel shader]
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float4 main() : sv_target
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{
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float2 a = {1, 10};
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float3 b = {2, 20, 200};
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float4 x = {1.4, 14, 140, 1400};
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float2 res = smoothstep(a, b, x);
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return float4(res, 0, 0);
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}
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[test]
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draw quad
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probe all rgba (0.352, 0.352, 0, 0) 1
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[pixel shader]
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float4 main() : sv_target
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{
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float3 a = {1, 10, 100};
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float2 b = {2, 20};
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float4 x = {1.4, 14, 140, 1400};
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float2 res = smoothstep(a, b, x);
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return float4(res, 0, 0);
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}
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[test]
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draw quad
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probe all rgba (0.352, 0.352, 0, 0) 1
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[pixel shader]
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float4 main() : sv_target
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{
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float4 a = {1, 10, 100, 1000};
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float4 b = {2, 20, 200, 2000};
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float2 x = {14, 140};
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float2 res = smoothstep(a, b, x);
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return float4(res, 0, 0);
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}
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[test]
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draw quad
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probe all rgba (1.0, 1.0, 0, 0) 1
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[pixel shader]
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float4 main() : sv_target
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{
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float2x3 a = {1, 1, 1, 1, 1, 1};
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float3x2 b = {2, 2, 2, 2, 2, 2};
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float4x2 x = {1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8};
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float2x2 r = smoothstep(a, b, x);
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return r;
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}
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[test]
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draw quad
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probe all rgba (0.028, 0.104, 0.216, 0.352) 6
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[pixel shader todo(sm<4)]
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// 4 division by zero warnings.
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// Only test compilation because result is implementation-dependent.
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float4 main() : sv_target
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{
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float4 a = {0, 0, 0, 0};
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float4 b = {-1, -1, 0, 0};
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float4 x = {0, -0.25, 0, 1};
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return smoothstep(a, b, x);
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}
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[pixel shader]
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float4 main() : sv_target
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{
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float4x1 a = {0.0, 0.0, 0.0, 0.0};
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float b = 1.0;
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float3x1 x = {0.5, 0.5, 0.5};
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float3x1 r = smoothstep(a, b, x);
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return float4(r, 0);
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}
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[test]
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draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4x1 a = {0.0, 0.0, 0.0, 0.0};
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float2x2 b = {1.0, 1.0, 1.0, 1.0};
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float3x1 x = {0.5, 0.5, 0.5};
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float2x1 r = smoothstep(a, b, x);
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return float4(r, r);
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}
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[test]
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draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.5)
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[pixel shader fail]
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float4 main() : sv_target
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{
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float2x2 a = {0.0, 0.0, 0.0, 0.0};
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float4 b = 1.0;
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float2x2 x = {0.5, 0.5, 0.5, 0.5};
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smoothstep(a, b, x);
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return 0;
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}
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