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.
102 lines
1.5 KiB
Plaintext
102 lines
1.5 KiB
Plaintext
[require]
|
|
shader model >= 4.1
|
|
|
|
|
|
[sampler 0]
|
|
filter linear linear linear
|
|
address clamp clamp clamp
|
|
|
|
[texture 0]
|
|
size (3, 3)
|
|
0.0 0.0 0.0 0.4 0.1 0.0 0.5 0.0 0.2 0.0 0.0 0.4
|
|
0.0 0.1 0.5 0.0 0.1 0.1 0.0 0.4 0.2 0.1 0.5 0.0
|
|
0.0 0.2 0.0 0.4 0.1 0.2 0.5 0.0 0.2 0.2 0.0 0.4
|
|
|
|
|
|
[pixel shader]
|
|
sampler s;
|
|
Texture2D t;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return t.Gather(s, float2(0.2, 0.2), int2(1, 0));
|
|
}
|
|
|
|
[test]
|
|
todo(sm>=6) draw quad
|
|
probe all rgba (0.1, 0.2, 0.2, 0.1)
|
|
|
|
|
|
[pixel shader]
|
|
sampler s;
|
|
Texture2D t;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return t.GatherRed(s, float2(0.6, 0.6), int2(-1, 0));
|
|
}
|
|
|
|
[test]
|
|
todo(sm>=6) draw quad
|
|
probe all rgba (0.0, 0.1, 0.1, 0.0)
|
|
|
|
|
|
[require]
|
|
shader model >= 5.0
|
|
|
|
|
|
[pixel shader]
|
|
SamplerState s;
|
|
Texture2D t;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return t.GatherGreen(s, float2(0.2, 0.2), int2(0, 1));
|
|
}
|
|
|
|
[test]
|
|
todo(sm>=6) draw quad
|
|
probe all rgba (0.2, 0.2, 0.1, 0.1)
|
|
|
|
|
|
[pixel shader]
|
|
SamplerState s;
|
|
Texture2D t;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return t.GatherGreen(s, float2(0.8, 0.8), int2(-1, -1));
|
|
}
|
|
|
|
[test]
|
|
todo(sm>=6) draw quad
|
|
probe all rgba (0.1, 0.1, 0.0, 0.0)
|
|
|
|
|
|
[pixel shader]
|
|
SamplerState s;
|
|
Texture2D t;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return t.GatherBlue(s, float2(0.2, 0.8), int2(1, 0));
|
|
}
|
|
|
|
[test]
|
|
todo(sm>=6) draw quad
|
|
probe all rgba (0.5, 0.0, 0.5, 0.0)
|
|
|
|
|
|
[pixel shader]
|
|
SamplerState s;
|
|
Texture2D t;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return t.GatherAlpha(s, float2(0.2, 0.8), int2(0, -1));
|
|
}
|
|
|
|
[test]
|
|
todo(sm>=6) draw quad
|
|
probe all rgba (0.0, 0.4, 0.0, 0.4)
|