mirror of
				https://gitlab.winehq.org/wine/vkd3d.git
				synced 2025-09-12 18:50:22 -07:00 
			
		
		
		
	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.
		
			
				
	
	
		
			245 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			245 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float2x2(0.4, 0.3, 0.2, 0.1);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.1)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float1x4(0.4, 0.3, 0.2, 0.1);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.1)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4x1(0.4, 0.3, 0.2, 0.1);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.1)
 | |
| 
 | |
| [pixel shader]
 | |
| float4x1 main() : sv_target
 | |
| {
 | |
|     return float4(0.4, 0.3, 0.2, 0.1);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.1)
 | |
| 
 | |
| [pixel shader]
 | |
| float3 func()
 | |
| {
 | |
|     return float3x1(0.4, 0.3, 0.2);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float3 func()
 | |
| {
 | |
|     return float1x3(0.4, 0.3, 0.2);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float1x3 func()
 | |
| {
 | |
|     return float3(0.4, 0.3, 0.2);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float3x1 func()
 | |
| {
 | |
|     return float3(0.4, 0.3, 0.2);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.0)
 | |
| 
 | |
| [pixel shader fail]
 | |
| float3x1 func()
 | |
| {
 | |
|     return float1x3(0.4, 0.3, 0.2);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [pixel shader fail]
 | |
| float1x3 func()
 | |
| {
 | |
|     return float3x1(0.4, 0.3, 0.2);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [pixel shader]
 | |
| float3 func()
 | |
| {
 | |
|     return float4(0.4, 0.3, 0.2, 0.1);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float3 func()
 | |
| {
 | |
|     return float4x1(0.4, 0.3, 0.2, 0.1);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float3 func()
 | |
| {
 | |
|     return float1x4(0.4, 0.3, 0.2, 0.1);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.0)
 | |
| 
 | |
| [pixel shader fail(sm<6) todo]
 | |
| float3x1 func()
 | |
| {
 | |
|     return float4(0.4, 0.3, 0.2, 0.1);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [pixel shader]
 | |
| float3x1 func()
 | |
| {
 | |
|     return float4x1(0.4, 0.3, 0.2, 0.1);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.0)
 | |
| 
 | |
| [pixel shader fail]
 | |
| float3x1 func()
 | |
| {
 | |
|     return float1x4(0.4, 0.3, 0.2, 0.1);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [pixel shader]
 | |
| float1x3 func()
 | |
| {
 | |
|     return float4(0.4, 0.3, 0.2, 0.1);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.0)
 | |
| 
 | |
| [pixel shader fail]
 | |
| float1x3 func()
 | |
| {
 | |
|     return float4x1(0.4, 0.3, 0.2, 0.1);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [pixel shader]
 | |
| float1x3 func()
 | |
| {
 | |
|     return float1x4(0.4, 0.3, 0.2, 0.1);
 | |
| }
 | |
| 
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     return float4(func(), 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (0.4, 0.3, 0.2, 0.0)
 |