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.
241 lines
3.7 KiB
Plaintext
241 lines
3.7 KiB
Plaintext
[pixel shader fail]
|
|
sampler sam;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
Texture2D tex;
|
|
|
|
tex = tex; // Uninitialized assignment to self.
|
|
return tex.Sample(sam, float2(0, 0));
|
|
}
|
|
|
|
|
|
[require]
|
|
shader model >= 4.0
|
|
|
|
|
|
[texture 0]
|
|
size (1, 1)
|
|
0.77 0.77 0.77 0.77
|
|
|
|
[texture 1]
|
|
size (1, 1)
|
|
0.64 0.64 0.64 0.64
|
|
|
|
[sampler 0]
|
|
filter linear linear linear
|
|
address clamp clamp clamp
|
|
|
|
[pixel shader]
|
|
Texture2D t_good, t_bad;
|
|
sampler sam;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
Texture2D a, b[1];
|
|
|
|
// This is basically a 'b[0] = t_good' but so that the copy-prop is delayed
|
|
int4 co = {0, 0, 0, 0};
|
|
b[(int) co.x + (int) co.y] = t_good;
|
|
|
|
a = b[0];
|
|
b[0] = t_bad;
|
|
|
|
// 'a' should be 't_good', not 't_bad' at this point
|
|
return 100 * a.Sample(sam, float2(0, 0)) + t_good.Sample(sam, float2(0, 0));
|
|
}
|
|
|
|
[test]
|
|
todo(sm>=6) draw quad
|
|
probe all rgba (77.77, 77.77, 77.77, 77.77)
|
|
|
|
|
|
[texture 0]
|
|
size (2, 2)
|
|
0.1 0.2 0.3 0.4 0.5 0.7 0.6 0.8
|
|
0.6 0.5 0.2 0.1 0.8 0.0 0.7 1.0
|
|
|
|
[pixel shader]
|
|
Texture2D t;
|
|
|
|
struct foo {
|
|
int3 a;
|
|
Texture2D b;
|
|
};
|
|
|
|
float4 main(float4 pos : sv_position) : sv_target
|
|
{
|
|
struct foo q;
|
|
|
|
q.a = int3(pos.xy, 0);
|
|
q.b = t;
|
|
return q.b.Load(q.a);
|
|
}
|
|
|
|
[test]
|
|
todo(sm>=6) draw quad
|
|
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
|
|
probe (1, 0) rgba (0.5, 0.7, 0.6, 0.8)
|
|
probe (0, 1) rgba (0.6, 0.5, 0.2, 0.1)
|
|
probe (1, 1) rgba (0.8, 0.0, 0.7, 1.0)
|
|
|
|
|
|
[texture 0]
|
|
size (1, 1)
|
|
1.0 1.0 1.0 1.0
|
|
|
|
[texture 1]
|
|
size (1, 1)
|
|
2.0 2.0 2.0 1.0
|
|
|
|
[texture 2]
|
|
size (1, 1)
|
|
3.0 3.0 3.0 1.0
|
|
|
|
[pixel shader]
|
|
Texture2D tex[3];
|
|
|
|
struct foo {
|
|
float4 p;
|
|
Texture2D t;
|
|
};
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
struct foo s[3];
|
|
|
|
s[0].t = tex[0];
|
|
s[1].t = tex[1];
|
|
s[2].t = tex[2];
|
|
return 100 * s[2].t.Load(0) + 10 * s[0].t.Load(0) + s[1].t.Load(0);
|
|
}
|
|
|
|
[test]
|
|
todo(sm>=6) draw quad
|
|
probe all rgba (312, 312, 312, 111)
|
|
|
|
|
|
[pixel shader]
|
|
Texture2D tex1;
|
|
Texture2D tex2;
|
|
Texture2D tex3;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
Texture2D t[3][2];
|
|
|
|
t[0][0] = tex1; // Note: Only invalid in shader model 5.1, array ref. cannot be used as l-value.
|
|
t[0][1] = tex2;
|
|
t[1][0] = tex3;
|
|
t[1][1] = tex1;
|
|
t[2][0] = tex2;
|
|
t[2][1] = tex3;
|
|
return 1000 * t[2][0].Load(0) + 100 * t[1][1].Load(0) + 10 * t[2][1].Load(0) + t[0][1].Load(0);
|
|
}
|
|
|
|
[test]
|
|
todo(sm>=6) draw quad
|
|
probe all rgba (2132, 2132, 2132, 1111)
|
|
|
|
|
|
[pixel shader fail(sm<6)]
|
|
Texture2D tex[3];
|
|
uniform int n;
|
|
|
|
struct foo {
|
|
float4 p;
|
|
Texture2D t;
|
|
};
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
struct foo s[3];
|
|
|
|
s[0].t = tex[0];
|
|
s[1].t = tex[1];
|
|
s[2].t = tex[2];
|
|
return s[n].t.Load(0);
|
|
}
|
|
|
|
|
|
[pixel shader fail(sm<6)]
|
|
// Note: Only valid in shader model 5.1
|
|
Texture2D tex[3];
|
|
uniform int n;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return tex[n].Load(0);
|
|
}
|
|
|
|
|
|
[pixel shader fail(sm<6)]
|
|
// Note: Only valid in shader model 5.1
|
|
RWTexture2D<float4> tex[3];
|
|
uniform int n;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
tex[n][int2(0, 0)] = 0.6;
|
|
return 0;
|
|
}
|
|
|
|
|
|
[pixel shader]
|
|
Texture2D tex;
|
|
uniform float f;
|
|
|
|
struct apple
|
|
{
|
|
Texture2D tex1;
|
|
Texture2D tex2;
|
|
float3 aa;
|
|
};
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
struct apple a = {tex, tex, 1.0, 2.0, 3.0};
|
|
|
|
a.aa += f;
|
|
return a.aa.xyzx;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float 10.0
|
|
todo(sm>=6) draw quad
|
|
probe (0, 0) rgba (11.0, 12.0, 13.0, 11.0)
|
|
|
|
|
|
[pixel shader fail]
|
|
float4 main(Texture2D tex2) : sv_target
|
|
{
|
|
Texture2D tex1;
|
|
tex2 = tex1;
|
|
return tex2.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
|
|
[require]
|
|
shader model >= 5.0
|
|
|
|
|
|
[texture 0]
|
|
size (1, 1)
|
|
1.0 2.0 3.0 4.0
|
|
|
|
[pixel shader todo fail(sm>=6)]
|
|
struct apple {
|
|
Texture2D tex;
|
|
float4 fo : COLOR;
|
|
};
|
|
|
|
float4 main(struct apple input) : sv_target
|
|
{
|
|
input.tex = input.tex; // Assignment to self.
|
|
return input.tex.Load(int3(0, 0, 0));
|
|
}
|
|
|
|
[test]
|
|
todo draw quad
|
|
todo probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
|