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.
174 lines
2.1 KiB
Plaintext
174 lines
2.1 KiB
Plaintext
[pixel shader fail(sm<6)]
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sampler s
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{
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foo = float;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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sampler s = sampler_state
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{
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foo = float;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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sampler s
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{
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2 = 3;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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sampler s
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{
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2;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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sampler s
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{
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foo;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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sampler s
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{
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foo = bar
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail]
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sampler s {}
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail]
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float f {} = 1;
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail]
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float f = 1 {};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail]
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sampler s = sampler_state;
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail]
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float f {} : register(c1);
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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float f
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{
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foo = (sampler)2;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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float f
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{
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foo = (faketype)2;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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float f
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{
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foo = (sampler)bar;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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float f
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{
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foo = bar();
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader]
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float u : register(c1) {};
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float4 main() : sv_target
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{
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float zero = 0;
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float a {};
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float b
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{
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foo = bar;
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foo = bar;
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foo = (int)2;
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foo = (int)bar;
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foo = float4(bar, baz, qux, xyzzy);
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foo = zero++;
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};
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float c {}, d = 1, e;
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struct {int a;} s {foo = bar;};
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return float4(0, 1, zero, 1);
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}
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[test]
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draw quad
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probe all rgba (0, 1, 0, 1)
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