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.
103 lines
1.9 KiB
Plaintext
103 lines
1.9 KiB
Plaintext
[pixel shader]
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float4x1 main() : sv_target
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{
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return float4(1.0, 2.0, 3.0, 4.0);
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}
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[test]
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draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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[pixel shader]
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row_major float1x4 main() : sv_target
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{
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return float4(1.0, 2.0, 3.0, 4.0);
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}
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[test]
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draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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[require]
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shader model >= 4.0
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[render target 0]
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format r32 float
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size (640, 480)
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[render target 1]
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format r32 float
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size (640, 480)
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[render target 2]
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format r32 float
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size (640, 480)
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[render target 3]
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format r32 float
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size (640, 480)
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[pixel shader fail(sm>=6)]
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row_major float4x1 main() : sv_target
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{
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return float4(1.0, 2.0, 3.0, 4.0);
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}
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[test]
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todo(sm>=6) draw quad
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probe render target 0 all r (1.0)
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probe render target 1 all r (2.0)
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probe render target 2 all r (3.0)
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probe render target 3 all r (4.0)
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[pixel shader fail(sm>=6)]
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float1x4 main() : sv_target
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{
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return float4(1.0, 2.0, 3.0, 4.0);
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}
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[test]
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todo(sm>=6) draw quad
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probe render target 0 all r (1.0)
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probe render target 1 all r (2.0)
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probe render target 2 all r (3.0)
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probe render target 3 all r (4.0)
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[pixel shader fail]
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void main(out float1x2 x : sv_target0, out float1x2 y : sv_target1)
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{
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x = float2(1.0, 2.0);
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y = float2(5.0, 6.0);
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}
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[pixel shader fail(sm>=6)]
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void main(out float1x2 x : sv_target0, out float1x2 y : sv_target2)
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{
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x = float2(1.0, 2.0);
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y = float2(5.0, 6.0);
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}
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[test]
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todo(sm>=6) draw quad
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probe render target 0 all r (1.0)
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probe render target 1 all r (2.0)
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probe render target 2 all r (5.0)
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probe render target 3 all r (6.0)
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[render target 0]
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format r32g32b32a32 float
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size (640, 480)
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[pixel shader fail(sm>=6)]
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void main(out row_major float1x4 x : sv_target0, out float1x2 y : sv_target1)
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{
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x = float4(1.0, 2.0, 3.0, 4.0);
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y = float2(5.0, 6.0);
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}
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[test]
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todo(sm>=6) draw quad
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probe render target 0 all rgba (1.0, 2.0, 3.0, 4.0)
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probe render target 1 all r (5.0)
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probe render target 2 all r (6.0)
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