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	At the current moment this is a little odd because for SM1 [test] directives are skipped, and the [shader] directives are not executed by the shader_runner_vulkan.c:compile_shader() but by the general shader_runner.c:compile_shader(). So in principle it is a little weird that we go through the vulkan runner. But fret not, because in the future we plan to make the parser agnostic to the language of the tests, so we will get rid of the general shader_runner.c:compile_shader() function and instead call a runner->compile_shader() function, defined for each runner. Granted, most of these may call a generic implementation that uses native compiler in Windows, and vkd3d-shader on Linux, but it would be more conceptually correct.
		
			
				
	
	
		
			32 lines
		
	
	
		
			657 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			32 lines
		
	
	
		
			657 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader todo(sm<4)]
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     return float4(fmod(u.x, u.y), 0, 0, 0);
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| }
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| 
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| [test]
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| uniform 0 float4 -0.5 6.5 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, 0.0, 0.0) 4
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| uniform 0 float4 1.1 0.3 0.0 0.0
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| todo(sm<4 | sm>=6) draw quad
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| probe all rgba (0.2, 0.0, 0.0, 0.0) 4
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| 
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| [pixel shader todo(sm<4)]
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     return float4(fmod(u.xy, u.z), 0, 0);
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| }
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| 
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| [test]
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| uniform 0 float4 -0.5 6.5 2.0 0.0
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| todo(sm<4 | sm>=6) draw quad
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| probe all rgba (-0.5, 0.5, 0.0, 0.0) 4
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| uniform 0 float4 1.1 0.3 3.0 0.0
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| todo(sm<4 | sm>=6) draw quad
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| probe all rgba (1.1, 0.3, 0.0, 0.0) 4
 |