mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-01-28 13:05:02 -08:00
8fcbbfb8b1
Adjust the algorithm for deciding for which profiles to test compilation. We first ensure that if the compilation result changes (most often as the result of a feature introduced in a specific version), we test the versions immediately on either side of the change, to validate that vkd3d-shader is emulating the same version behaviour. We then ensure that we are testing at least one version from each set of sm1, sm4, and sm6.
138 lines
2.0 KiB
Plaintext
138 lines
2.0 KiB
Plaintext
[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[srv 0]
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size (2d, 2, 2)
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0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
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0.0 0.0 0.0 0.0 1.0 0.0 1.0 0.0
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[pixel shader]
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sampler s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.Sample(s, float2(0.5, 0.5));
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}
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[test]
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todo(msl) draw quad
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probe (0, 0) rgba (0.25, 0, 0.25, 0)
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[pixel shader]
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SamplerState s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.Sample(s, float2(0.5, 0.5));
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}
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[test]
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todo(msl) draw quad
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probe (0, 0) rgba (0.25, 0, 0.25, 0)
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[pixel shader fail]
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sampler2D s;
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float4 main() : sv_target
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{
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return tex3D(s, float3(0.0, 0.0, 0.0));
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}
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[pixel shader fail]
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sampler s;
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float4 main() : sv_target
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{
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return tex2D(s, float2(0.0, 0.0)) + tex3D(s, float3(0.0, 0.0, 0.0));
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}
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[require]
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options: backcompat
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[pixel shader fail(sm>=5.1) todo(sm>=5.1)]
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samplerCUBE s;
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float4 main() : sv_target
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{
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return texCUBE(s, float3(0.0, 0.0, 0.0));
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}
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[pixel shader fail(sm>=5.1) todo(sm>=5.1)]
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sampler1D s;
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float4 main() : sv_target
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{
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return tex1D(s, 0.0);
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}
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 1]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 2]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 3]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 4]
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filter linear linear linear
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address clamp clamp clamp
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[sampler 5]
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filter linear linear linear
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address clamp clamp clamp
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[srv 0]
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size (2d, 1, 1)
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0.0 0.0 0.0 1.0
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[srv 1]
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size (2d, 1, 1)
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1.0 1.0 1.0 1.0
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[srv 2]
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size (2d, 1, 1)
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2.0 2.0 2.0 1.0
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[srv 3]
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size (2d, 1, 1)
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3.0 3.0 3.0 1.0
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[srv 4]
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size (2d, 1, 1)
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4.0 4.0 4.0 1.0
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[srv 5]
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size (2d, 1, 1)
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5.0 5.0 5.0 1.0
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[pixel shader fail(sm>=5.1) todo(sm>=5.1)]
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sampler samA;
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sampler samB[2];
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sampler samC[3];
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float4 main() : sv_target
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{
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return 100 * tex2D(samC[2], float2(0, 0))
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+ 10 * tex2D(samB[0], float2(0, 0))
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+ tex2D(samA, float2(0, 0));
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}
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[test]
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todo(msl) draw quad
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if(sm<4) probe (0, 0) rgba(243, 243, 243, 111)
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if(sm>=4) probe (0, 0) rgba(234, 234, 234, 111)
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