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				https://gitlab.winehq.org/wine/vkd3d.git
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	On shader_test files, now resources should be declared this way:
    [texture n]       -> [srv n]
    [srv buffer n]    -> [srv n]
    [uav n]           -> [uav n]
    [uav buffer n]    -> [uav n]
    [vertex buffer n] -> [vb n]
    [render target n] -> [rtv n]
The dimension (buffer or 2D) is now specified as an additional parameter
in the "size" directive:
  For 2D resources:
  size (n, m)         -> size (2d, n, m)
  For buffers:
  size (n, 1)         -> size (buffer, n)
		
	
		
			
				
	
	
		
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			61 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [require]
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| shader model >= 3.0
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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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| 
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| [srv 0]
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| size (2d, 2, 2)
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| levels 2
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| 
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| 1.0 0.0 1.0 0.0     1.0 0.0 1.0 0.0
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| 1.0 0.0 1.0 0.0     1.0 0.0 1.0 0.0
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| 
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| 0.0 0.0 1.0 0.0
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| 
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| [pixel shader todo(sm<4)]
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| sampler s;
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| Texture2D t;
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| uniform float level;
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| 
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| float4 main() : sv_target
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| {
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|     return t.SampleLevel(s, float2(0.5, 0.5), level);
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| }
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| 
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| [test]
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| uniform 0 float4 0.0 0.0 0.0 0.0
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| todo(sm<4 | sm>=6) draw quad
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| probe all rgba (1.0, 0.0, 1.0, 0.0)
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| uniform 0 float4 0.5 0.0 0.0 0.0
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| todo(sm<4 | sm>=6) draw quad
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| probe all rgba (0.5, 0.0, 1.0, 0.0)
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| uniform 0 float4 1.0 0.0 0.0 0.0
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| todo(sm<4 | sm>=6) draw quad
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| probe all rgba (0.0, 0.0, 1.0, 0.0)
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| 
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| [require]
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| shader model >= 3.0
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| options: backcompat
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| 
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| [pixel shader todo(sm<4) fail(sm>=6)]
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| sampler s;
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| float level;
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| 
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| float4 main() : sv_target
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| {
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|     return tex2Dlod(s, float4(0.5, 0.5, 0, level));
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| }
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| 
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| [test]
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| uniform 0 float4 0.0 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (1.0, 0.0, 1.0, 0.0)
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| uniform 0 float4 0.5 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (0.5, 0.0, 1.0, 0.0)
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| uniform 0 float4 1.0 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (0.0, 0.0, 1.0, 0.0)
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