vkd3d/tests/object-references.shader_test
Francisco Casas f21693b284 vkd3d-shader/hlsl: Use reg_size as component count when allocating a single register.
Otherwise, for instance, the added test results in:

debug_hlsl_writemask: Assertion `!(writemask & ~VKD3DSP_WRITEMASK_ALL)' failed.

Which happens in allocate_variable_temp_register() when the variable's
type reg_size is <= 4 but its component count is larger, which may
happen if it contains objects.
2022-11-10 22:48:26 +01:00

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[require]
shader model >= 4.0
[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]
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 todo]
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 draw quad
todo 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]
draw quad
probe all rgba (2132, 2132, 2132, 1111)
[pixel shader fail]
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]
// 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 todo]
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 draw quad
todo probe (0, 0) rgba (11.0, 12.0, 13.0, 11.0)