mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
176 lines
3.3 KiB
Plaintext
176 lines
3.3 KiB
Plaintext
[require]
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shader model >= 4.0
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[input layout]
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0 r32g32b32a32 float texcoord
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[vb 0]
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0.0 1.0 0.0 1.0
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1.0 0.0 0.0 1.0
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0.0 0.0 1.0 1.0
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[vertex shader]
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void main(uint id : sv_vertexid, nointerpolation inout float4 t : texcoord, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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[pixel shader]
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float4 main(nointerpolation float4 t : texcoord) : sv_target
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{
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return t;
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}
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[test]
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todo(glsl) draw triangle list 3
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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[vertex shader]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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[pixel shader]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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float4 main(ps_input input) : sv_target
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{
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return input.t;
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}
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[test]
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todo(glsl) draw triangle list 3
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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[vertex shader]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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[pixel shader]
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struct ps_input
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{
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float4 t : texcoord;
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};
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float4 main(nointerpolation ps_input input) : sv_target
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{
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return input.t;
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}
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[test]
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todo(glsl) draw triangle list 3
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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[vertex shader]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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[pixel shader]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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float4 main(centroid ps_input input) : sv_target
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{
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return input.t;
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}
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[test]
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todo(glsl) draw triangle list 3
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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[vertex shader]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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[pixel shader]
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struct ps_input
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{
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centroid float4 t : texcoord;
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};
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float4 main(nointerpolation ps_input input) : sv_target
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{
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return input.t;
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}
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[require]
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shader model >= 4.0
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shader model < 6.0
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[test]
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todo(glsl) draw triangle list 3
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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% Centroid for SM 6.
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[require]
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shader model >= 6.0
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[test]
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draw triangle list 3
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probe (320,240) rgba (0.250390589, 0.499088615, 0.250520796, 1.0) 4
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[require]
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shader model >= 4.0
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[vertex shader fail todo]
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struct ps_input
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{
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nointerpolation centroid float4 t : texcoord;
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};
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void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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[vertex shader]
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struct ps_input
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{
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nointerpolation float4 t : texcoord;
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};
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void main(uint id : sv_vertexid, inout centroid ps_input input, out float4 pos : sv_position)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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}
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