mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
109 lines
2.5 KiB
Plaintext
109 lines
2.5 KiB
Plaintext
[require]
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shader model >= 5.0
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[vertex shader]
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struct data
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{
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float4 position : SV_Position;
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float3 color : COLOR;
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float3 zero : ZERO;
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};
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void main(uint id : SV_VertexID, out data output)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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output.position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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output.color = float3(0.0, 1.0, 0.5);
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output.zero = float3(0.0, 0.0, 0.0);
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}
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[hull shader todo]
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struct vsdata
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{
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float4 position : SV_Position;
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float3 color : COLOR;
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float3 zero : ZERO;
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};
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struct data
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{
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float4 position : SV_Position;
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};
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struct patch_constant_data
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{
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float edges[3] : SV_TessFactor;
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float3 color : COLOR; // This will be placed in o0.yzw, with edges[0] in o0.x.
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float inside : SV_InsideTessFactor;
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};
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void patch_constant(InputPatch<vsdata, 3> input, out patch_constant_data output)
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{
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output.edges[0] = output.edges[1] = output.edges[2] = 1.0f;
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output.inside = 1.0f;
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// dot(...) prevents the MS HLSL compiler from splitting this into three
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// separate fork phases. We need one phase that writes to o0.yzw to verify
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// that things still work when writing to an output that starts in
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// component 1.
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output.color = input[0].color + dot(input[0].zero, input[1].zero);
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}
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[domain("tri")]
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[outputcontrolpoints(3)]
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[partitioning("integer")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("patch_constant")]
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data main(InputPatch<vsdata, 3> input, uint i : SV_OutputControlPointID)
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{
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data o;
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o.position = input[i].position;
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return o;
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}
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[domain shader todo]
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struct hsdata
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{
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float4 position : SV_Position;
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};
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struct data
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{
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float4 position : SV_Position;
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float3 color : COLOR;
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};
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struct patch_constant_data
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{
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float edges[3] : SV_TessFactor;
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float3 color : COLOR;
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float inside : SV_InsideTessFactor;
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};
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[domain("tri")]
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void main(patch_constant_data input,
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float3 tess_coord : SV_DomainLocation,
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const OutputPatch<hsdata, 3> patch,
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out data output)
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{
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output.position = tess_coord.x * patch[0].position
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+ tess_coord.y * patch[1].position
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+ tess_coord.z * patch[2].position;
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output.color = input.color;
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}
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[pixel shader]
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struct data
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{
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float4 position : SV_Position;
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float3 color : COLOR;
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};
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float4 main(data input) : sv_target
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{
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return float4(input.color, 1.0);
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}
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[test]
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todo(sm<6) draw 3 control point patch list 3
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todo(mvk) probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.5, 1.0)
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