mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-09-12 18:50:22 -07:00
292 lines
5.1 KiB
Plaintext
292 lines
5.1 KiB
Plaintext
% Tests for register reservations that use the "profile" syntax.
|
|
|
|
[require]
|
|
shader model >= 4.0
|
|
|
|
[srv 0]
|
|
size (2d, 1, 1)
|
|
0.0 0.0 0.0 99.0
|
|
|
|
[srv 1]
|
|
size (2d, 1, 1)
|
|
1.0 1.0 1.0 99.0
|
|
|
|
[srv 2]
|
|
size (2d, 1, 1)
|
|
2.0 2.0 2.0 99.0
|
|
|
|
[pixel shader todo]
|
|
Texture2D tex1 : register(vs, t1);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
todo(sm<6) draw quad
|
|
% sm6 seems to ignore profile qualifiers entirely.
|
|
if(sm>=6) probe (0,0) rgba (1, 1, 1, 99)
|
|
if(sm<6) probe (0,0) rgba (0, 0, 0, 99)
|
|
|
|
|
|
[pixel shader todo]
|
|
Texture2D tex1 : register(cs, t1);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
todo(sm<6) draw quad
|
|
if(sm>=6) probe (0,0) rgba (1, 1, 1, 99)
|
|
if(sm<6) probe (0,0) rgba (0, 0, 0, 99)
|
|
|
|
|
|
[pixel shader todo]
|
|
Texture2D tex1 : register(ps, t1);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
todo(sm<6) draw quad
|
|
probe (0, 0) rgba (1, 1, 1, 99)
|
|
|
|
|
|
[pixel shader fail todo]
|
|
Texture2D tex1 : register(PS, t1);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
|
|
[pixel shader fail todo]
|
|
Texture2D tex1 : register(qs, t1);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
|
|
[pixel shader fail]
|
|
Texture2D tex1 : register(ps);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
|
|
[pixel shader fail(sm<6) todo]
|
|
Texture2D tex1 : register(ps_4, t1);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
draw quad
|
|
probe (0, 0) rgba (1, 1, 1, 99)
|
|
|
|
|
|
[pixel shader todo]
|
|
Texture2D tex1 : register(ps_4_0, t1);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
todo(sm<6) draw quad
|
|
probe (0, 0) rgba (1, 1, 1, 99)
|
|
|
|
|
|
[pixel shader fail]
|
|
Texture2D tex1 : register(ps.4.0, t1);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
|
|
[pixel shader todo]
|
|
Texture2D tex1 : register(ps_4_1, t1);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
todo(sm<6) draw quad
|
|
if(sm>=6) probe (0,0) rgba (1, 1, 1, 99)
|
|
if(sm<6) probe (0,0) rgba (0, 0, 0, 99)
|
|
|
|
|
|
[pixel shader todo]
|
|
Texture2D tex1 : register(ps_4_1, t1) : register(ps_4_0, t2);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
todo(sm<6) draw quad
|
|
probe (0, 0) rgba (2, 2, 2, 99)
|
|
|
|
% The documentation explicitly gives this case as an example, implying that a
|
|
% more specific profile takes precedence over a less specific one. It doesn't.
|
|
% If we're not on the specific version, the compiler silently chooses the
|
|
% general case; if we are, the compiler detects a conflict and fails.
|
|
|
|
% sm6 is of course different. It seems to detect conflicts if the exact same
|
|
% reservation is given, but if two different reservations are given it instead
|
|
% just picks the last one, without regard to version.
|
|
|
|
[pixel shader todo]
|
|
Texture2D tex1 : register(ps, t1) : register(ps_5_0, t2);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
todo(sm<6) draw quad
|
|
if(sm>=6) probe (0,0) rgba (2, 2, 2, 99)
|
|
if(sm<6) probe (0,0) rgba (1, 1, 1, 99)
|
|
|
|
|
|
[pixel shader fail(sm<6) todo]
|
|
Texture2D tex1 : register(ps, t1) : register(ps_4_0, t2);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
draw quad
|
|
probe (0, 0) rgba (2, 2, 2, 99)
|
|
|
|
|
|
[pixel shader fail(sm<6) todo]
|
|
Texture2D tex1 : register(ps_4_0, t1) : register(ps, t2);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
draw quad
|
|
probe (0, 0) rgba (2, 2, 2, 99)
|
|
|
|
|
|
[pixel shader fail(sm<6) todo]
|
|
Texture2D tex1 : register(ps_6_0, t1) : register(ps, t2);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
draw quad
|
|
probe (0, 0) rgba (2, 2, 2, 99)
|
|
|
|
|
|
[pixel shader fail todo]
|
|
Texture2D tex1 : register(ps_4_0, t1) : register(t2);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
|
|
[pixel shader fail]
|
|
Texture2D tex1 : register(t1, ps_4_0);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
|
|
% It's also illegal to specify contradictory register reservations with the
|
|
% *same* profile, even if they aren't the current one.
|
|
|
|
[pixel shader fail todo]
|
|
Texture2D tex1 : register(vs_4_0, t1) : register(vs_4_0, t2);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
|
|
[pixel shader fail todo]
|
|
Texture2D tex1 : register(vs, t1) : register(vs, t2);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
|
|
% Specifying the same reservation twice is fine, though.
|
|
|
|
[pixel shader todo]
|
|
Texture2D tex1 : register(ps, t1) : register(ps, t1);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
todo(sm<6) draw quad
|
|
probe (0, 0) rgba (1, 1, 1, 99)
|
|
|
|
% Bracket exprs should still parse correctly.
|
|
|
|
[pixel shader todo]
|
|
Texture2D tex1 : register(ps, t[1]);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex1.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
todo(sm<6) draw quad
|
|
if(sm>=6) probe (0, 0) rgba(0, 0, 0, 99)
|
|
if(sm<6) probe (0, 0) rgba(1, 1, 1, 99)
|
|
|
|
% This works, though the bind point is ignored.
|
|
|
|
[pixel shader fail(sm>=6) todo(sm<6)]
|
|
float a : register(ps[5], c1);
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return a;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float 1.0
|
|
todo draw quad
|
|
probe (0, 0) rgba(1.0, 1.0, 1.0, 1.0)
|