mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-01-28 13:05:02 -08:00
145 lines
2.3 KiB
Plaintext
145 lines
2.3 KiB
Plaintext
[require]
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shader model >= 4.0
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[texture 0]
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size (1, 1)
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0.0 0.0 0.0 99.0
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[texture 1]
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size (1, 1)
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1.0 1.0 1.0 99.0
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[texture 2]
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size (1, 1)
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2.0 2.0 2.0 99.0
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[texture 3]
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size (1, 1)
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3.0 3.0 3.0 99.0
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[texture 4]
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size (1, 1)
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4.0 4.0 4.0 99.0
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% If a single component in a texture array is used, all registers are reserved.
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[pixel shader]
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Texture2D partially_used[2][2];
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Texture2D tex;
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float4 main() : sv_target
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{
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return 10 * tex.Load(int3(0, 0, 0)) + partially_used[0][1].Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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probe all rgba (41.0, 41.0, 41.0, 1089.0)
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% If no component in a texture array is used, and it doesn't have a register reservation, no
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% register is reserved.
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[pixel shader]
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Texture2D unused[4];
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Texture2D tex;
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float4 main() : sv_target
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{
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return tex.Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 99.0)
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% Register reservations force to reserve all the resource registers. Even if unused.
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[pixel shader]
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Texture2D unused : register(t0);
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Texture2D tex;
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float4 main() : sv_target
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{
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return tex.Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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probe all rgba (1.0, 1.0, 1.0, 99.0)
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% Register reservation with incorrect register type.
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[pixel shader]
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Texture2D unused : register(s0);
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Texture2D tex;
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float4 main() : sv_target
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{
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return tex.Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 99.0)
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% Register reservation with incorrect register type.
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[pixel shader]
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sampler2D unused : register(t0);
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Texture2D tex;
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float4 main() : sv_target
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{
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return tex.Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 99.0)
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[pixel shader]
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Texture2D unused[2][2] : register(t0);
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Texture2D tex;
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float4 main() : sv_target
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{
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return tex.Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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probe all rgba (4.0, 4.0, 4.0, 99.0)
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% Overlapping reservations, both overlapping objects are unused.
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[pixel shader]
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Texture2D tex1 : register(t0);
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Texture2D tex2 : register(t0);
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Texture2D tex3;
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float4 main() : sv_target
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{
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return tex3.Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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probe all rgba (1.0, 1.0, 1.0, 99.0)
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% Overlapping reservations
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[pixel shader]
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Texture2D tex1 : register(t2);
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Texture2D tex2 : register(t2);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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probe all rgba (2.0, 2.0, 2.0, 99.0)
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