vkd3d/tests/hlsl-gather.shader_test
Zebediah Figura 4d17758657 tests: Always compile HLSL shaders.
Do not rely on a draw or dispatch command to do this.

This allows more efficiently testing syntax, in cases where testing the actual
shader functionality is not interesting.
2022-11-08 20:52:57 +01:00

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[require]
shader model >= 4.1
[sampler 0]
filter linear linear linear
address clamp clamp clamp
[texture 0]
size (3, 3)
0.0 0.0 0.0 0.4 0.1 0.0 0.5 0.0 0.2 0.0 0.0 0.4
0.0 0.1 0.5 0.0 0.1 0.1 0.0 0.4 0.2 0.1 0.5 0.0
0.0 0.2 0.0 0.4 0.1 0.2 0.5 0.0 0.2 0.2 0.0 0.4
[pixel shader]
sampler s;
Texture2D t;
float4 main() : sv_target
{
return t.Gather(s, float2(0.2, 0.2));
}
[test]
draw quad
probe all rgba (0.0, 0.1, 0.1, 0.0)
[pixel shader]
sampler s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherRed(s, float2(0.6, 0.6), int2(0, 0));
}
[test]
draw quad
probe all rgba (0.1, 0.2, 0.2, 0.1)
[require]
shader model >= 5.0
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherGreen(s, float2(0.2, 0.2), int2(0, 0));
}
[test]
draw quad
probe all rgba (0.1, 0.1, 0.0, 0.0)
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherGreen(s, float2(0.8, 0.8));
}
[test]
draw quad
probe all rgba (0.2, 0.2, 0.1, 0.1)
[pixel shader todo]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherGreen(s, float2(0.2, 0.2), int2(0, 0), int2(0, 0), int2(0, 0), int2(0, 0));
}
[test]
todo draw quad
probe all rgba (0.1, 0.1, 0.0, 0.0)
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherBlue(s, float2(0.2, 0.8), int2(0, 0));
}
[test]
draw quad
probe all rgba (0.0, 0.5, 0.0, 0.5)
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherAlpha(s, float2(0.2, 0.8), int2(0, 0));
}
[test]
draw quad
probe all rgba (0.4, 0.0, 0.4, 0.0)