mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
57280673e5
The location of dxcompiler should be set during configuration with 'DXCOMPILER_LIBS=-L/path/to/dxcompiler', and then at runtime with LD_LIBRARY_PATH, WINEPATH or PATH as applicable. A new 'fail(sm<6)' decoration is needed on many shader declarations because dxcompiler succeeds on many shaders which fail with fxc. The opposite case is less common and is flagged with 'fail(sm>=6)'. A few tests cause dxcompiler to crash or hang, so these are avoided using [require], which now skips tests until reset instead of exiting. Also, 'todo(sm<6)' and 'todo(sm>=6)' are used to separate checking of results.
110 lines
1.7 KiB
Plaintext
110 lines
1.7 KiB
Plaintext
[require]
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shader model >= 4.0
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[texture 0]
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size (3, 3)
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0.1 0.1 0.1 0.1 0.2 0.2 0.2 0.2 0.3 0.3 0.3 0.3
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0.4 0.4 0.4 0.4 0.5 0.5 0.5 0.5 0.6 0.6 0.6 0.6
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0.7 0.7 0.7 0.7 0.8 0.8 0.8 0.8 0.9 0.9 0.9 0.9
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[texture 1]
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size (2, 2)
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0.1 0.1 0.1 0.0 0.2 0.2 0.2 0.0
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0.4 0.4 0.4 0.0 0.5 0.5 0.5 0.0
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[pixel shader]
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Texture2D tex1;
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Texture2D tex2;
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float4 main() : sv_target
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{
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Texture2D q[2] = {tex1, tex2};
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return q[0].Load(int3(0, 0, 0)) + q[1].Load(int3(0, 0, 0));
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}
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[test]
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todo(sm>=6) draw quad
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probe all rgba (0.2, 0.2, 0.2, 0.1)
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[pixel shader]
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Texture2D tex;
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struct foo
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{
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float2 aa;
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Texture2D bb;
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Texture2D cc;
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float4 dd;
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};
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float4 main() : sv_target
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{
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struct foo q = {10, 20, tex, tex, 30, 40, 50, 60};
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return q.bb.Load(int3(2, 0, 0)) + q.cc.Load(int3(1, 2, 0)) + q.dd;
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}
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[test]
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todo(sm>=6) draw quad
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probe all rgba (31.1, 41.1, 51.1, 61.1) 1
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[pixel shader]
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Texture2D tex1;
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Texture2D tex2;
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struct foo
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{
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float2 aa;
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Texture2D bb[2]; // NOTE: this cannot be initialized in shader model >= 5.1
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float4 cc;
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};
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float4 main() : sv_target
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{
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struct foo q = {10, 20, tex1, tex2, 30, 40, 50, 60};
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return q.bb[0].Load(int3(0, 0, 0)) + q.bb[1].Load(int3(1, 1, 0)) + q.cc;
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}
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[pixel shader fail]
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Texture2D tex;
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struct foo
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{
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float2 aa;
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Texture2D bb;
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Texture2D cc;
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float4 dd;
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};
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float4 main() : sv_target
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{
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struct foo q = {10, 20, tex, 30, 40, 50, 60};
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return 0.0;
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}
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[pixel shader fail]
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Texture2D tex;
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struct foo
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{
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float2 aa;
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Texture2D bb;
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Texture2D cc;
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float4 dd;
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};
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float4 main() : sv_target
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{
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struct foo q = {10, 20, tex, tex, tex, 30, 40, 50, 60};
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return 0.0;
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}
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