mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
80 lines
1.6 KiB
Plaintext
80 lines
1.6 KiB
Plaintext
[pixel shader todo(sm<4)]
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uniform float4 x;
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float4 main() : sv_target
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{
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if (x.x == 9.0f)
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discard;
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return x;
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}
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[test]
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uniform 0 float4 1 2 3 4
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (1, 2, 3, 4)
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uniform 0 float4 9 8 7 6
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (1, 2, 3, 4)
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[require]
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shader model >= 3.0
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% Check that derivatives are still computed after discarding
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% other pixels in the same quad
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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if (frac((floor(pos.x) + floor(pos.y)) / 2) == 0.5)
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discard;
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return float4(ddx(pos.x), ddx(pos.y), ddy(pos.x), ddy(pos.y));
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}
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[test]
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (1, 0, 0, 1)
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probe (1, 0) rgba (1, 2, 3, 4)
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probe (0, 1) rgba (1, 2, 3, 4)
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probe (1, 1) rgba (1, 0, 0, 1)
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probe (2, 0) rgba (1, 0, 0, 1)
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probe (3, 0) rgba (1, 2, 3, 4)
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probe (2, 1) rgba (1, 2, 3, 4)
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probe (3, 1) rgba (1, 0, 0, 1)
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[require]
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shader model >= 5.0
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format r32-float uav-load
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[uav 1]
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format r32-float
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size (2d, 2, 1)
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0.0 0.0
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% Check that side effects stop happening after discard
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[pixel shader]
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uniform float4 x;
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RWTexture2D<float> y : register(u1);
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float4 main(float4 pos : sv_position) : sv_target
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{
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if (pos.x == 0.5 && pos.y == 0.5)
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y[uint2(0, 0)] += 1;
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if (x.x == 9.0f)
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discard;
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if (pos.x == 0.5 && pos.y == 0.5)
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y[uint2(1, 0)] += 1;
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return x;
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}
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[test]
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uniform 0 float4 1 2 3 4
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todo(glsl) draw quad
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probe (0, 0) rgba (1, 2, 3, 4)
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probe uav 1 (0, 0) r (1.0)
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probe uav 1 (1, 0) r (1.0)
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uniform 0 float4 9 8 7 6
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todo(glsl) draw quad
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probe (0, 0) rgba (1, 2, 3, 4)
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probe uav 1 (0, 0) r (2.0)
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probe uav 1 (1, 0) r (1.0)
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