mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
203 lines
3.0 KiB
Plaintext
203 lines
3.0 KiB
Plaintext
[pixel shader]
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float3x2 mat;
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float4 main() : sv_target
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{
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return mat._21_31_11_12;
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}
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[test]
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uniform 0 float4 11 21 31 -1
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uniform 4 float4 12 22 32 -1
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draw quad
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probe (0, 0) rgba (21.0, 31.0, 11.0, 12.0)
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[pixel shader]
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float3x2 mat;
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float4 main() : sv_target
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{
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return mat._m00_m20_m01_m21;
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}
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[test]
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uniform 0 float4 11 21 31 -1
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uniform 4 float4 12 22 32 -1
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draw quad
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probe (0, 0) rgba (11.0, 31.0, 12.0, 32.0)
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[pixel shader]
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row_major float3x2 mat;
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float4 main() : sv_target
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{
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return mat._11_31_12_32;
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}
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[test]
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uniform 0 float4 11 12 -1 -1
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uniform 4 float4 21 22 -1 -1
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uniform 8 float4 31 32 -1 -1
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draw quad
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probe (0, 0) rgba (11.0, 31.0, 12.0, 32.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float3x2 mat = {1, 2, 3, 4, 5, 6};
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float2 p = mat._11_32;
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return float4(p, p);
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}
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[test]
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draw quad
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probe (0, 0) rgba (1.0, 6.0, 1.0, 6.0)
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% zero-based and one-based subscripts cannot be used in the same swizzle.
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[pixel shader fail]
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float4 main() : sv_target
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{
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float3x2 mat = {1, 2, 3, 4, 5, 6};
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float2 p = mat._11_m00;
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return 0.0;
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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float3x2 mat = {1, 2, 3, 4, 5, 6};
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float p = mat._41;
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return 0.0;
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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float3x2 mat = {1, 2, 3, 4, 5, 6};
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float p = mat._33;
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return 0.0;
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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float3x2 mat = {1, 2, 3, 4, 5, 6};
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float p = mat._m30;
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return 0.0;
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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float3x2 mat = {1, 2, 3, 4, 5, 6};
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float p = mat._m22;
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return 0.0;
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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float3x2 mat = {1, 2, 3, 4, 5, 6};
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float p = mat._00;
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return 0.0;
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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float3x2 mat = {1, 2, 3, 4, 5, 6};
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return mat._11_11_11_11_11;
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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float3x2 mat = {1, 2, 3, 4, 5, 6};
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float p = mat.x
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return 0;
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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float3 vec = {1, 2, 3};
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float p = vec._11;
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return 0;
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}
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% Like with vectors, a single-component swizzle is scalar.
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float4 vec = {10, 20, 30, 40};
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int2x3 idx = {0, 1, 2, 3, 4, 5};
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return vec[idx._21];
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}
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[test]
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draw quad
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probe (0, 0) rgba (40.0, 40.0, 40.0, 40.0)
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[pixel shader]
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float3 a;
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float4 main() : sv_target
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{
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float2x2 mat = {1, 2, 3, 4};
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mat._11 = 10;
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mat._m01_m10_m11 = a;
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return float4(mat);
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}
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[test]
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uniform 0 float4 20 30 40 -1
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draw quad
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probe (0,0) rgba (10.0, 20.0, 30.0, 40.0)
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[pixel shader]
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float3 a;
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float4 main() : sv_target
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{
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row_major float4x2 mat = {1, 2, 3, 4, 5, 6, 7, 8};
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mat._11 = 10;
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mat._m01_m10_m31 = a;
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return float4(mat._m31_m10_m01_m00);
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}
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[test]
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uniform 0 float4 20 30 80 -1
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draw quad
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probe (0,0) rgba (80.0, 30.0, 20.0, 10.0)
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% Cannot repeat components when assigning to a swizzle.
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[pixel shader fail]
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float4 main() : sv_target
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{
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float2x2 mat = {1, 2, 3, 4};
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mat._m01_m01 = float2(20, 20);
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return 0;
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}
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