mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
73 lines
1.6 KiB
Plaintext
73 lines
1.6 KiB
Plaintext
[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[srv 0]
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size (2d, 2, 2)
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levels 2
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1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
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1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
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0.0 0.0 1.0 0.0
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[vertex shader]
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void main(float4 pos : position, out float2 tex : texcoord, out float4 out_pos : sv_position)
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{
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tex = pos.xy;
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out_pos = pos;
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}
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[pixel shader todo(sm<4)]
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sampler s;
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Texture2D t;
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uniform float bias;
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float4 main(float2 coord : texcoord) : sv_target
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{
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/* Choice of initial mipmap level is hardware-dependent, and in practice
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* varies too much to be reasonably covered by ULPS. Quantize instead. */
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return floor(t.SampleBias(s, coord, bias) * 10);
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}
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[test]
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uniform 0 float4 6.5 0.0 0.0 0.0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (10.0, 0.0, 10.0, 0.0)
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uniform 0 float4 7.5 0.0 0.0 0.0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (4.0, 0.0, 10.0, 0.0)
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uniform 0 float4 8.5 0.0 0.0 0.0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 10.0, 0.0)
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[require]
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shader model >= 3.0
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options: backcompat
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[pixel shader fail(sm>=6)]
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sampler s;
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float bias;
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float4 main(float2 coord : texcoord) : sv_target
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{
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/* Choice of initial mipmap level is hardware-dependent, and in practice
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* varies too much to be reasonably covered by ULPS. Quantize instead. */
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return floor(tex2Dbias(s, float4(coord, 0, bias)) * 10);
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}
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[test]
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uniform 0 float4 6.5 0.0 0.0 0.0
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todo(msl) draw quad
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probe (0, 0) rgba (10.0, 0.0, 10.0, 0.0)
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uniform 0 float4 7.5 0.0 0.0 0.0
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todo(msl) draw quad
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todo(sm<4) probe (0,0) rgba (4.0, 0.0, 10.0, 0.0)
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uniform 0 float4 8.5 0.0 0.0 0.0
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todo(msl) draw quad
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todo(sm<4) probe (0,0) rgba (0.0, 0.0, 10.0, 0.0)
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