mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
87f01f5205
hlsl_ir_store instructions don't use writemasks for whole matrices.
141 lines
2.6 KiB
Plaintext
141 lines
2.6 KiB
Plaintext
[pixel shader]
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uniform float4x4 m;
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float4 main() : SV_TARGET
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{
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return float4(m[0][0], m[1][0], m[1][2], m[2][3]);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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uniform 8 float4 9.0 10.0 11.0 12.0
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uniform 12 float4 13.0 14.0 15.0 16.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 10.0, 15.0)
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[pixel shader]
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uniform column_major float4x4 m;
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float4 main() : SV_TARGET
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{
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return float4(m[0][0], m[1][0], m[1][2], m[2][3]);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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uniform 8 float4 9.0 10.0 11.0 12.0
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uniform 12 float4 13.0 14.0 15.0 16.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 10.0, 15.0)
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[pixel shader]
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uniform row_major float4x4 m;
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float4 main() : SV_TARGET
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{
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return float4(m[0][0], m[1][0], m[1][2], m[2][3]);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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uniform 8 float4 9.0 10.0 11.0 12.0
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uniform 12 float4 13.0 14.0 15.0 16.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 5.0, 7.0, 12.0)
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[pixel shader]
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uniform float3x2 m;
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float4 main() : SV_TARGET
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{
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float3x2 m2 = m;
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return float4(m2[0][0], m2[2][0], m2[1][1], m2[2][1]);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 0.0
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uniform 4 float4 5.0 6.0 7.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 3.0, 6.0, 7.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float2x2 a = float2x2(11.0, 12.0, 13.0, 14.0);
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float4x4 m = float4x4(1.0, 2.0, 3.0, 4.0,
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float3(5.0, 6.0, 7.0), 8.0,
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9.0, 10.0,
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a,
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15.0, 16.0);
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return float4(m[0][0], m[1][0], m[1][2], m[2][3]);
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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 (1.0, 5.0, 7.0, 12.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float3x2 m = {1, 2, 3, 4, 5, 6};
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m[1] = float2(30, 40);
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return float4(m[1], m[2]);
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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 (30.0, 40.0, 5.0, 6.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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row_major float3x2 m = {1, 2, 3, 4, 5, 6};
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m[2] = float2(50, 60);
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return float4(m[1], m[2]);
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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 (3.0, 4.0, 50.0, 60.0)
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[pixel shader]
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uniform float i;
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float4 main() : sv_target
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{
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float4x4 mat = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
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return mat[i];
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}
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[test]
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uniform 0 float 2
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todo(glsl) draw quad
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probe (0, 0) rgba (8, 9, 10, 11)
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[pixel shader todo(sm<4)]
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uniform float i;
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float4 main() : sv_target
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{
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row_major float4x4 mat = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
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return mat[i];
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}
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[test]
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uniform 0 float 3
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (12, 13, 14, 15)
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