mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
f21693b284
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.
146 lines
2.1 KiB
Plaintext
146 lines
2.1 KiB
Plaintext
[require]
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shader model >= 4.0
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[texture 0]
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size (2, 2)
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0.1 0.2 0.3 0.4 0.5 0.7 0.6 0.8
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0.6 0.5 0.2 0.1 0.8 0.0 0.7 1.0
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[pixel shader]
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Texture2D t;
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struct foo {
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int3 a;
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Texture2D b;
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};
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float4 main(float4 pos : sv_position) : sv_target
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{
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struct foo q;
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q.a = int3(pos.xy, 0);
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q.b = t;
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return q.b.Load(q.a);
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}
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[test]
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draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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probe (1, 0) rgba (0.5, 0.7, 0.6, 0.8)
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probe (0, 1) rgba (0.6, 0.5, 0.2, 0.1)
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probe (1, 1) rgba (0.8, 0.0, 0.7, 1.0)
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[texture 0]
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size (1, 1)
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1.0 1.0 1.0 1.0
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[texture 1]
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size (1, 1)
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2.0 2.0 2.0 1.0
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[texture 2]
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size (1, 1)
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3.0 3.0 3.0 1.0
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[pixel shader todo]
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Texture2D tex[3];
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struct foo {
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float4 p;
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Texture2D t;
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};
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float4 main() : sv_target
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{
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struct foo s[3];
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s[0].t = tex[0];
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s[1].t = tex[1];
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s[2].t = tex[2];
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return 100 * s[2].t.Load(0) + 10 * s[0].t.Load(0) + s[1].t.Load(0);
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}
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[test]
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todo draw quad
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todo probe all rgba (312, 312, 312, 111)
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[pixel shader]
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Texture2D tex1;
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Texture2D tex2;
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Texture2D tex3;
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float4 main() : sv_target
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{
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Texture2D t[3][2];
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t[0][0] = tex1; // Note: Only invalid in shader model 5.1, array ref. cannot be used as l-value.
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t[0][1] = tex2;
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t[1][0] = tex3;
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t[1][1] = tex1;
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t[2][0] = tex2;
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t[2][1] = tex3;
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return 1000 * t[2][0].Load(0) + 100 * t[1][1].Load(0) + 10 * t[2][1].Load(0) + t[0][1].Load(0);
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}
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[test]
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draw quad
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probe all rgba (2132, 2132, 2132, 1111)
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[pixel shader fail]
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Texture2D tex[3];
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uniform int n;
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struct foo {
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float4 p;
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Texture2D t;
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};
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float4 main() : sv_target
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{
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struct foo s[3];
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s[0].t = tex[0];
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s[1].t = tex[1];
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s[2].t = tex[2];
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return s[n].t.Load(0);
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}
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[pixel shader fail]
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// Note: Only valid in shader model 5.1
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Texture2D tex[3];
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uniform int n;
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float4 main() : sv_target
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{
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return tex[n].Load(0);
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}
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[pixel shader todo]
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Texture2D tex;
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uniform float f;
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struct apple
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{
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Texture2D tex1;
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Texture2D tex2;
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float3 aa;
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};
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float4 main() : sv_target
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{
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struct apple a = {tex, tex, 1.0, 2.0, 3.0};
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a.aa += f;
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return a.aa.xyzx;
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}
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[test]
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uniform 0 float 10.0
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todo draw quad
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todo probe (0, 0) rgba (11.0, 12.0, 13.0, 11.0)
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