mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
57280673e5
The location of dxcompiler should be set during configuration with 'DXCOMPILER_LIBS=-L/path/to/dxcompiler', and then at runtime with LD_LIBRARY_PATH, WINEPATH or PATH as applicable. A new 'fail(sm<6)' decoration is needed on many shader declarations because dxcompiler succeeds on many shaders which fail with fxc. The opposite case is less common and is flagged with 'fail(sm>=6)'. A few tests cause dxcompiler to crash or hang, so these are avoided using [require], which now skips tests until reset instead of exiting. Also, 'todo(sm<6)' and 'todo(sm>=6)' are used to separate checking of results.
110 lines
1.9 KiB
Plaintext
110 lines
1.9 KiB
Plaintext
[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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if (u.x > 0.0)
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return float4(0.1, 0.2, 0.3, 0.4);
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else
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(sm>=6) draw quad
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probe all rgba (0.9, 0.8, 0.7, 0.6)
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uniform 0 float4 0.1 0.0 0.0 0.0
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todo(sm>=6) draw quad
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probe all rgba (0.1, 0.2, 0.3, 0.4)
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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[attr1]
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if (u.x > 0.0)
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return float4(0.1, 0.2, 0.3, 0.4);
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else
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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[flatten]
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if (u.x > 0.0)
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return float4(0.1, 0.2, 0.3, 0.4);
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else
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(sm>=6) draw quad
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probe all rgba (0.9, 0.8, 0.7, 0.6)
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[pixel shader fail(sm<6)]
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float4 u;
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float main() : sv_target
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{
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[branch] [branch]
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if (u.x > 0.0)
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return float4(0.1, 0.2, 0.3, 0.4);
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else
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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[pixel shader fail todo]
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float4 u;
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float main() : sv_target
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{
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[branch] [flatten]
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if (u.x > 0.0)
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return float4(0.1, 0.2, 0.3, 0.4);
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else
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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% Using older profiles fails to compile with forced control flow instruction
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[require]
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shader model >= 3.0
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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[branch]
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if (u.x > 0.0)
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return float4(0.1, 0.2, 0.3, 0.4);
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else
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(sm>=6) draw quad
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probe all rgba (0.9, 0.8, 0.7, 0.6)
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[pixel shader]
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float4 main() : sv_target
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{
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bool c = false;
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float a = -1.0f;
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if (c)
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return float4(1.0, 2.0, 3.0, 4.0);
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else if (a > 0)
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return float4(5.0, 6.0, 7.0, 8.0);
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else
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return float4(9.0, 10.0, 11.0, 12.0);
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}
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[test]
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draw quad
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probe all rgba (9.0, 10.0, 11.0, 12.0)
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