mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-01-28 13:05:02 -08:00
260 lines
8.3 KiB
Plaintext
260 lines
8.3 KiB
Plaintext
[require]
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shader model >= 5.0
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[rtv 0]
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format r32g32b32a32-float
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size (2dms, 4, 640, 480)
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[vertex shader]
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% The pixels in the leftmost column lose their leftmost sample.
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static const float epsilon = 0.25f * 2.0f / 640.0f;
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static const float2 vertices[3] =
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{
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{-1.0f + epsilon, 1.0f},
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{ 3.0f, 1.0f},
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{-1.0f + epsilon, -3.0f},
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};
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void main(uint id : SV_VertexID, out float4 position : SV_Position, out float2 attr : ATTR)
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{
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position = float4(vertices[id], 0.0f, 1.0f);
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attr = float2(position.x * 320.0f + 320.0f, -position.y * 240.0f + 240.0f);
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}
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% The multiplication by (sample_idx + 1) when computing the error is to
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% introduce a dependency on the sample index which hopefully the compiler is not
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% able to optimize; this way the shader is hopefully forced to execute for each
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% sample. These tests depend on the implementation using the default sample
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% positions.
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% First let's check that we're getting the position interpolation right:
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% center interpolation.
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[pixel shader]
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float4 main(float4 pos : SV_Position, uint sample_idx : SV_SampleIndex) : SV_Target
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{
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float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
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float2 diff = pos.xy - ref;
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float2 err = abs(diff) * (sample_idx + 1);
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return floor(1000.0f * float4(err, 0.0f, 0.0f));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(msl) draw triangle list 3
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todo probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
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todo probe (639, 0) rgba(0.0, 0.0, 0.0, 0.0)
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todo probe ( 0, 479) rgba(0.25, 0.25, 0.25, 0.25)
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todo probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
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% Centroid interpolation, which means the pixel center if all samples are
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% covered and the first covered sample if a least a sample is not covered (in
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% general it has nothing to do with the actual centroid of the covered samples).
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% The WARP driver seems to have problems with some corner pixels, which we
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% avoid.
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[pixel shader]
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static const float2 positions[4] =
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{
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{-0.125f, -0.375f},
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{ 0.375f, -0.125f},
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{-0.375f, 0.125f},
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{ 0.125f, 0.375f},
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};
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float4 main(centroid float4 pos : SV_Position, uint sample_idx : SV_SampleIndex) : SV_Target
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{
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bool first_col = floor(pos.x) == 0.0f;
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float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
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float2 diff = pos.xy - ref;
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float2 expected = first_col ? positions[0] : 0.0f;
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float2 err = abs(diff - expected) * (sample_idx + 1);
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return floor(1000.0f * float4(err, 0.0f, 0.0f));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(glsl | msl) draw triangle list 3
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todo probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
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todo probe (638, 0) rgba(0.0, 0.0, 0.0, 0.0)
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todo probe ( 0, 478) rgba(0.25, 0.25, 0.25, 0.25)
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todo probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
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% Sample interpolation.
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[pixel shader todo]
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static const float2 positions[4] =
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{
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{-0.125f, -0.375f},
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{ 0.375f, -0.125f},
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{-0.375f, 0.125f},
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{ 0.125f, 0.375f},
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};
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float4 main(sample float4 pos : SV_Position, uint sample_idx : SV_SampleIndex) : SV_Target
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{
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float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
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float2 diff = pos.xy - ref;
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float2 err = abs(diff - positions[sample_idx]) * (sample_idx + 1);
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return floor(1000.0f * float4(err, 0.0f, 0.0f));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(sm<6) draw triangle list 3
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probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
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probe (639, 0) rgba(0.0, 0.0, 0.0, 0.0)
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probe ( 0, 479) rgba(0.25, 0.25, 0.25, 0.25)
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probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
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% Same tests with a non-SV semantic: pixel center interpolation.
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[pixel shader]
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float4 main(float4 pos : SV_Position, float2 attr : ATTR, uint sample_idx : SV_SampleIndex) : SV_Target
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{
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float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
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float2 diff = attr.xy - ref;
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float2 err = abs(diff) * (sample_idx + 1);
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return floor(1000.0f * float4(err, 0.0f, 0.0f));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(msl) draw triangle list 3
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probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
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probe (639, 0) rgba(0.0, 0.0, 0.0, 0.0)
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probe ( 0, 479) rgba(0.25, 0.25, 0.25, 0.25)
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probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
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% Centroid interpolation, which means the pixel center if all samples are
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% covered and the first covered sample if a least a sample is not covered (in
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% general it has nothing to do with the actual centroid of the covered samples).
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% The WARP driver seems to have problems with some corner pixels, which we
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% avoid.
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%
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% Since Vulkan has more relaxed specification for centroid interpolation than
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% D3D12, not all drivers implement the behavior we need. llvmpipe is one of
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% those, so is marked todo.
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[pixel shader]
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static const float2 positions[4] =
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{
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{-0.125f, -0.375f},
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{ 0.375f, -0.125f},
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{-0.375f, 0.125f},
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{ 0.125f, 0.375f},
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};
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float4 main(float4 pos : SV_Position, centroid float2 attr : ATTR,
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uint sample_idx : SV_SampleIndex) : SV_Target
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{
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bool first_col = floor(pos.x) == 0.0f;
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float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
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float2 diff = attr.xy - ref;
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float2 expected = first_col ? positions[0] : 0.0f;
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float2 err = abs(diff - expected) * (sample_idx + 1);
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return floor(1000.0f * float4(err, 0.0f, 0.0f));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(glsl | msl) draw triangle list 3
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todo(llvmpipe) probe (0, 0) rgba(0.25, 0.25, 0.25, 0.25)
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probe (638, 0) rgba(0.0, 0.0, 0.0, 0.0)
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probe (0, 478) rgba(0.25, 0.25, 0.25, 0.25)
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todo(llvmpipe) probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
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% Sample interpolation.
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[pixel shader todo]
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static const float2 positions[4] =
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{
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{-0.125f, -0.375f},
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{ 0.375f, -0.125f},
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{-0.375f, 0.125f},
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{ 0.125f, 0.375f},
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};
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float4 main(float4 pos : SV_Position, sample float2 attr : ATTR,
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uint sample_idx : SV_SampleIndex) : SV_Target
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{
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float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
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float2 diff = attr.xy - ref;
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float2 err = abs(diff - positions[sample_idx]) * (sample_idx + 1);
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return floor(1000.0f * float4(err, 0.0f, 0.0f));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(sm<6) draw triangle list 3
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probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
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probe (639, 0) rgba(0.0, 0.0, 0.0, 0.0)
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probe ( 0, 479) rgba(0.25, 0.25, 0.25, 0.25)
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probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
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% Using EvaluateAttributeCentroid().
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[pixel shader todo]
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static const float2 positions[4] =
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{
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{-0.125f, -0.375f},
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{ 0.375f, -0.125f},
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{-0.375f, 0.125f},
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{ 0.125f, 0.375f},
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};
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float4 main(float4 pos : SV_Position, float2 attr : ATTR,
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uint sample_idx : SV_SampleIndex) : SV_Target
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{
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bool first_col = floor(pos.x) == 0.0f;
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float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
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float2 eval = EvaluateAttributeCentroid(attr);
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float2 diff = eval.xy - ref;
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float2 expected = first_col ? positions[0] : 0.0f;
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float2 err = abs(diff - expected) * (sample_idx + 1);
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return floor(1000.0f * float4(err, 0.0f, 0.0f));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(sm<6) draw triangle list 3
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todo(llvmpipe) probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
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probe (638, 0) rgba(0.0, 0.0, 0.0, 0.0)
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probe ( 0, 478) rgba(0.25, 0.25, 0.25, 0.25)
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todo(llvmpipe) probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
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% Using EvaluateAttributeAtSample().
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[pixel shader todo]
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static const float2 positions[4] =
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{
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{-0.125f, -0.375f},
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{ 0.375f, -0.125f},
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{-0.375f, 0.125f},
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{ 0.125f, 0.375f},
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};
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static const uint mixer[4] = {1, 3, 2, 0};
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float4 main(float4 pos : SV_Position, float2 attr : ATTR,
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uint sample_idx : SV_SampleIndex) : SV_Target
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{
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/* Use a different sample index than the one we're evaluating, just in case
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* the compiler tries to cheat and do a plain sample interpolation instead
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* of using the specific sample we requested. */
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float2 eval;
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/* Older WARP versions do not like calling EvaluateAttributeAtSample() on
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* anything that is not an immediate constant. */
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switch (mixer[sample_idx])
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{
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case 0: eval = EvaluateAttributeAtSample(attr, 0); break;
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case 1: eval = EvaluateAttributeAtSample(attr, 1); break;
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case 2: eval = EvaluateAttributeAtSample(attr, 2); break;
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case 3: eval = EvaluateAttributeAtSample(attr, 3); break;
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}
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float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
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float2 diff = eval.xy - ref;
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float2 err = abs(diff - positions[mixer[sample_idx]]) * (sample_idx + 1);
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return floor(1000.0f * float4(err, 0.0f, 0.0f));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(sm<6) draw triangle list 3
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probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
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probe (639, 0) rgba(0.0, 0.0, 0.0, 0.0)
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probe ( 0, 479) rgba(0.25, 0.25, 0.25, 0.25)
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probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
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