Signed-off-by: Zebediah Figura zfigura@codeweavers.com --- v2: Instead of using uniforms, change to using texcoord.
In order to avoid depending on pixel-exact rendering (and in order to work around different pixel centers for d3d9), don't validate pixels near a border (for conditional and hlsl-for), and quantize the input (for trigonometry). Thanks to Henri Verbeet for the latter idea.
tests/conditional.shader_test | 16 +++++++---- tests/hlsl-for.shader_test | 18 ++++++++----- tests/hlsl-struct-semantics.shader_test | 35 ++++++++++++++++++++----- tests/trigonometry.shader_test | 15 ++++++++--- 4 files changed, 63 insertions(+), 21 deletions(-)
diff --git a/tests/conditional.shader_test b/tests/conditional.shader_test index 1a1b8fee5..e665ac1d2 100644 --- a/tests/conditional.shader_test +++ b/tests/conditional.shader_test @@ -1,7 +1,13 @@ -[pixel shader] -float4 main(float4 pos : SV_POSITION) : SV_TARGET +[vertex shader] +void main(out float tex : texcoord, inout float4 pos : sv_position) { - if(pos.x > 200.0) + tex = pos.x; +} + +[pixel shader] +float4 main(float tex : texcoord) : SV_TARGET +{ + if (tex > 0.0) return float4(0.1, 0.2, 0.3, 0.4); else return float4(0.9, 0.8, 0.7, 0.6); @@ -9,5 +15,5 @@ float4 main(float4 pos : SV_POSITION) : SV_TARGET
[test] draw quad -probe rect rgba (0, 0, 200, 480) (0.9, 0.8, 0.7, 0.6) -probe rect rgba (200, 0, 640, 480) (0.1, 0.2, 0.3, 0.4) +probe rect rgba ( 0, 0, 319, 480) (0.9, 0.8, 0.7, 0.6) +probe rect rgba (321, 0, 640, 480) (0.1, 0.2, 0.3, 0.4) diff --git a/tests/hlsl-for.shader_test b/tests/hlsl-for.shader_test index b133ce996..4e91ce412 100644 --- a/tests/hlsl-for.shader_test +++ b/tests/hlsl-for.shader_test @@ -1,14 +1,20 @@ +[vertex shader] +void main(out float tex : texcoord, inout float4 pos : sv_position) +{ + tex = pos.x; +} + [pixel shader] -float4 main(float4 pos : SV_POSITION) : SV_TARGET +float4 main(float tex : texcoord) : sv_target { int i; float x = 0.0; for (i = 0; i < 10; i++) { x += i; - if (pos.x == 1.5 && i == 5) + if (tex > 0.5 && i == 5) break; - if (pos.x == 2.5 && i >= 7) + if (tex > -0.5 && i >= 7) continue; x -= 1; } @@ -17,6 +23,6 @@ float4 main(float4 pos : SV_POSITION) : SV_TARGET
[test] draw quad -probe rgba (0, 0) (10.0, 35.0, 0.0, 0.0) -probe rgba (1, 0) (5.0, 10.0, 0.0, 0.0) -probe rgba (2, 0) (10.0, 38.0, 0.0, 0.0) +probe rect rgba ( 0, 0, 159, 480) (10.0, 35.0, 0.0, 0.0) +probe rect rgba (161, 0, 479, 480) (10.0, 38.0, 0.0, 0.0) +probe rect rgba (481, 0, 640, 480) ( 5.0, 10.0, 0.0, 0.0) diff --git a/tests/hlsl-struct-semantics.shader_test b/tests/hlsl-struct-semantics.shader_test index b623a998c..43b07bb86 100644 --- a/tests/hlsl-struct-semantics.shader_test +++ b/tests/hlsl-struct-semantics.shader_test @@ -1,9 +1,34 @@ +[input layout] +0 r32g32b32a32 float texcoord +0 r32g32 float sv_position + +[vertex buffer 0] +0.0 1.0 0.0 1.0 -2.0 -2.0 +0.0 1.0 0.0 1.0 -2.0 2.0 +0.0 1.0 0.0 1.0 2.0 -2.0 +0.0 1.0 0.0 1.0 2.0 2.0 + +[vertex shader] + +struct vertex +{ + struct + { + float4 texcoord : texcoord; + float4 pos : sv_position; + } m; +}; + +void main(inout struct vertex v) +{ +} + [pixel shader] struct input { struct { - float4 pos : sv_position; + float4 texcoord : texcoord; } m; };
@@ -18,12 +43,10 @@ struct output struct output main(struct input i) { struct output o; - o.m.color = i.m.pos; + o.m.color = i.m.texcoord; return o; }
[test] -draw quad -probe rgba (0, 1) (0.5, 1.5, 0.0, 1.0) -probe rgba (1, 0) (1.5, 0.5, 0.0, 1.0) -probe rgba (3, 5) (3.5, 5.5, 0.0, 1.0) +draw triangle strip 4 +probe all rgba (0.0, 1.0, 0.0, 1.0) diff --git a/tests/trigonometry.shader_test b/tests/trigonometry.shader_test index 07a280a02..cf53d7a12 100644 --- a/tests/trigonometry.shader_test +++ b/tests/trigonometry.shader_test @@ -1,7 +1,14 @@ -[pixel shader] -float4 main(float4 pos : SV_POSITION) : SV_TARGET +[vertex shader] +void main(out float tex : texcoord, inout float4 pos : sv_position) { - return float4(sin(pos.x - 0.5), cos(pos.x - 0.5), 0, 0); + tex = (pos.x + 1) * 320; +} + +[pixel shader] +float4 main(float tex : texcoord) : sv_target +{ + tex = floor(tex + 0.25); + return float4(sin(tex), cos(tex), 0, 0); }
[test] @@ -17,7 +24,7 @@ probe rgba ( 7, 0) ( 0.65698660, 0.75390225, 0.0, 0.0) 1024 probe rgba ( 8, 0) ( 0.98935825, -0.14550003, 0.0, 0.0) 1024 probe rgba ( 9, 0) ( 0.41211849, -0.91113026, 0.0, 0.0) 1024 probe rgba (10, 0) (-0.54402111, -0.83907153, 0.0, 0.0) 1024 -probe rgba (11, 0) (-0.99999021, 0.00442570, 0.0, 0.0) 1024 +probe rgba (11, 0) (-0.99999021, 0.00442570, 0.0, 0.0) 2048 probe rgba (12, 0) (-0.53657292, 0.84385396, 0.0, 0.0) 1024 probe rgba (13, 0) ( 0.42016704, 0.90744678, 0.0, 0.0) 1024 probe rgba (14, 0) ( 0.99060736, 0.13673722, 0.0, 0.0) 1024