vkd3d/tests/hlsl/sample-bias.shader_test
Zebediah Figura 6a514ebe8e tests: Avoid using "SV_Position" as a name for the vertex shader input.
We use vkd3d_shader_find_signature_element() in the Vulkan runner, and
vkd3d-shader translates SM1 position to "POSITION".
2023-12-14 23:19:30 +01:00

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[sampler 0]
filter linear linear linear
address clamp clamp clamp
[texture 0]
size (2, 2)
levels 2
1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
0.0 0.0 1.0 0.0
[vertex shader]
void main(float4 pos : position, out float2 tex : texcoord, out float4 out_pos : sv_position)
{
tex = pos.xy;
out_pos = pos;
}
[pixel shader]
sampler s;
Texture2D t;
uniform float bias;
float4 main(float2 coord : texcoord) : sv_target
{
/* Choice of initial mipmap level is hardware-dependent, and in practice
* varies too much to be reasonably covered by ULPS. Quantize instead. */
return floor(t.SampleBias(s, coord, bias) * 10);
}
[test]
uniform 0 float4 6.5 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (10.0, 0.0, 10.0, 0.0)
uniform 0 float4 7.5 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (4.0, 0.0, 10.0, 0.0)
uniform 0 float4 8.5 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (0.0, 0.0, 10.0, 0.0)