mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-09-12 18:50:22 -07:00
196 lines
3.5 KiB
Plaintext
196 lines
3.5 KiB
Plaintext
% Tests for register space reservation syntax. We don't bother testing register
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% space here, since it's specific to d3d12 and would require reworking a lot of
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% the shader test code.
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[require]
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shader model >= 5.1
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[srv 0]
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size (2d, 1, 1)
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0.0 0.0 0.0 99.0
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[srv 1]
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size (2d, 1, 1)
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1.0 1.0 1.0 99.0
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[srv 2]
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size (2d, 1, 1)
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2.0 2.0 2.0 99.0
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[pixel shader]
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Texture2D tex1 : register(t1, space0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1, 1, 1, 99)
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% Bracket syntax for registers. Ignored in SM>=6.
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[pixel shader todo]
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Texture2D tex1 : register(t[1], space0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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if(sm>=6) probe (0, 0) rgba (0, 0, 0, 99)
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if(sm<6) probe (0, 0) rgba (1, 1, 1, 99)
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[pixel shader fail(sm>=6)]
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Texture2D tex1 : register(t1, sPaCe0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1, 1, 1, 99)
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[pixel shader fail todo]
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Texture2D tex1 : register(space0, t1);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[pixel shader fail(sm<6)]
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Texture2D tex1 : register(ps, space0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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probe (0, 0) rgba (0, 0, 0, 99)
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[pixel shader fail(sm<6)]
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Texture2D tex1 : register(space0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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probe (0, 0) rgba (0, 0, 0, 99)
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% Specifying a profile is just broken. The first reservation (or, with sm6, the
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% last) is taken regardless of whether it actually matches the current profile.
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[pixel shader todo]
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Texture2D tex1 : register(vs, t1, space0) : register(ps, t2, space0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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if(sm>=6) probe (0,0) rgba (2, 2, 2, 99)
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if(sm<6) probe (0,0) rgba (1, 1, 1, 99)
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% Same as above, but with bracket exprs, which are ignored in SM>=6.
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[pixel shader todo]
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Texture2D tex1 : register(vs, t[1], space0) : register(ps, t[2], space0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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if(sm>=6) probe (0, 0) rgba (0, 0, 0, 99)
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if(sm<6) probe (0, 0) rgba (1, 1, 1, 99)
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% This actually inheres to 5.1+; it doesn't matter whether "space" is specified.
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[pixel shader todo]
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Texture2D tex1 : register(vs, t1) : register(ps, t2);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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if(sm>=6) probe (0,0) rgba (2, 2, 2, 99)
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if(sm<6) probe (0,0) rgba (1, 1, 1, 99)
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% It's still illegal to specify multiple contradictory reservations with the
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% same profile...
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[pixel shader fail todo]
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Texture2D tex1 : register(vs, t1) : register(vs, t2);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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% ...but it's not illegal to specify e.g. ps alongside ps_5_1.
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[pixel shader todo]
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Texture2D tex1 : register(ps, t1) : register(ps_5_1, t2);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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if(sm>=6) probe (0,0) rgba (2, 2, 2, 99)
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if(sm<6) probe (0,0) rgba (1, 1, 1, 99)
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% Test conflicts.
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[pixel shader fail]
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Texture2D t : register(t1, space1);
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Texture2D t2 : register(t1, space1);
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float4 main() : sv_target
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{
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return t.Load(0) + t2.Load(0);
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}
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[pixel shader fail]
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cbuffer a : register(b1, space1)
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{
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float4 f;
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}
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cbuffer a : register(b1, space1)
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{
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float4 g;
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}
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float4 main() : sv_target
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{
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return f + g;
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}
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