mirror of
				https://gitlab.winehq.org/wine/vkd3d.git
				synced 2025-09-12 18:50:22 -07:00 
			
		
		
		
	
		
			
				
	
	
		
			356 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			356 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float x = 1.0;
 | |
|     float y = 2.0;
 | |
|     return float4(x + y, 0.0, 0.0, 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (3.0, 0.0, 0.0, 0.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float1 x = float1(1.0);
 | |
|     float2 y = float2(1.0, 2.0);
 | |
|     return float4(x + y, 0.0, 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 3.0, 0.0, 0.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float1 x = float1(1.0);
 | |
|     float4 y = float4(1.0, 2.0, 3.0, 4.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 3.0, 4.0, 5.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float2 x = float2(1.0, 2.0);
 | |
|     float4 y = float4(1.0, 2.0, 3.0, 4.0);
 | |
|     return float4(x + y, 0.0, 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 0.0, 0.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float x = 1.0;
 | |
|     float1 y = float1(1.0);
 | |
|     return float4(x + y, y + x, 0.0, 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 2.0, 0.0, 0.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float x = 1.0;
 | |
|     float4 y = float4(1.0, 2.0, 3.0, 4.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 3.0, 4.0, 5.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float4 x = float4(1.0, 2.0, 3.0, 4.0);
 | |
|     float y = 1.0;
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 3.0, 4.0, 5.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float2x2 x = float2x2(1.0, 2.0,
 | |
|                           3.0, 4.0);
 | |
|     float2x3 y = float2x3(1.0, 2.0, 3.0,
 | |
|                           4.0, 5.0, 6.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 7.0, 9.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float2x3 x = float2x3(1.0, 2.0, 3.0,
 | |
|                           4.0, 5.0, 6.0);
 | |
|     float2x2 y = float2x2(1.0, 2.0,
 | |
|                           3.0, 4.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 7.0, 9.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
 | |
|     float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
 | |
|                           5.0, 6.0, 7.0, 8.0,
 | |
|                           9.0, 10.0, 11.0, 12.0,
 | |
|                           13.0, 14.0, 15.0, 16.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 6.0, 8.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
 | |
|                           5.0, 6.0, 7.0, 8.0,
 | |
|                           9.0, 10.0, 11.0, 12.0,
 | |
|                           13.0, 14.0, 15.0, 16.0);
 | |
|     float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 6.0, 8.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
 | |
|     float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
 | |
|                           5.0, 6.0, 7.0, 8.0,
 | |
|                           9.0, 10.0, 11.0, 12.0,
 | |
|                           13.0, 14.0, 15.0, 16.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 7.0, 12.0, 17.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
 | |
|                           5.0, 6.0, 7.0, 8.0,
 | |
|                           9.0, 10.0, 11.0, 12.0,
 | |
|                           13.0, 14.0, 15.0, 16.0);
 | |
|     float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 7.0, 12.0, 17.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
 | |
|                           5.0, 6.0, 7.0, 8.0,
 | |
|                           9.0, 10.0, 11.0, 12.0,
 | |
|                           13.0, 14.0, 15.0, 16.0);
 | |
|     float2x3 y = float2x3(1.0, 2.0, 3.0,
 | |
|                           4.0, 5.0, 6.0);
 | |
|     return float4((x + y)[0], 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 6.0, 0.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float2x3 x = float2x3(1.0, 2.0, 3.0,
 | |
|                           4.0, 5.0, 6.0);
 | |
|     float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
 | |
|                           5.0, 6.0, 7.0, 8.0,
 | |
|                           9.0, 10.0, 11.0, 12.0,
 | |
|                           13.0, 14.0, 15.0, 16.0);
 | |
|     return float4((x + y)[1], 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (9.0, 11.0, 13.0, 0.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float4 x = float4(1.0, 2.0, 3.0, 4.0);
 | |
|     float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 6.0, 8.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
 | |
|     float4 y = float4(1.0, 2.0, 3.0, 4.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 6.0, 8.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float4 x = float4(1.0, 2.0, 3.0, 4.0);
 | |
|     float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 6.0, 8.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
 | |
|     float4 y = float4(1.0, 2.0, 3.0, 4.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 6.0, 8.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float4 x = float4(1.0, 2.0, 3.0, 4.0);
 | |
|     float2x2 y = float2x2(1.0, 2.0,
 | |
|                           3.0, 4.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 6.0, 8.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float2x2 x = float2x2(1.0, 2.0,
 | |
|                           3.0, 4.0);
 | |
|     float4 y = float4(1.0, 2.0, 3.0, 4.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 6.0, 8.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float1 x = float1(1.0);
 | |
|     float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 3.0, 4.0, 5.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
 | |
|     float1 y = float1(1.0);
 | |
|     return x + y;
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 3.0, 4.0, 5.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float2 x = float2(1.0, 2.0);
 | |
|     float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
 | |
|     return float4(x + y, 0.0, 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 0.0, 0.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
 | |
|     float2 y = float2(1.0, 2.0);
 | |
|     return float4(x + y, 0.0, 0.0);
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 4.0, 0.0, 0.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float x = 1.0;
 | |
|     float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
 | |
|                           5.0, 6.0, 7.0, 8.0,
 | |
|                           9.0, 10.0, 11.0, 12.0,
 | |
|                           13.0, 14.0, 15.0, 16.0);
 | |
|     return (x + y)[0];
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (2.0, 3.0, 4.0, 5.0)
 | |
| 
 | |
| [pixel shader]
 | |
| float4 main() : sv_target
 | |
| {
 | |
|     float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
 | |
|                           5.0, 6.0, 7.0, 8.0,
 | |
|                           9.0, 10.0, 11.0, 12.0,
 | |
|                           13.0, 14.0, 15.0, 16.0);
 | |
|     float y = 1.0;
 | |
|     return (x + y)[1];
 | |
| }
 | |
| 
 | |
| [test]
 | |
| draw quad
 | |
| probe all rgba (6.0, 7.0, 8.0, 9.0)
 |