[PATCH vkd3d 3/5] tests: Try to avoid using SV_Position from shaders which can be tested with SM2.

Henri Verbeet hverbeet at gmail.com
Thu Apr 7 13:11:00 CDT 2022


On Thu, 7 Apr 2022 at 20:03, Zebediah Figura <zfigura at codeweavers.com> wrote:
>
> On 4/7/22 08:07, Henri Verbeet wrote:
> > On Wed, 6 Apr 2022 at 23:05, Zebediah Figura <zfigura at codeweavers.com> wrote:
> >>
> >> Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
> >> ---
> >>   tests/conditional.shader_test           | 11 +++++---
> >>   tests/hlsl-for.shader_test              | 17 +++++++-----
> >>   tests/hlsl-struct-semantics.shader_test | 35 ++++++++++++++++++++-----
> >>   tests/trigonometry.shader_test          | 31 +++++++++-------------
> >>   4 files changed, 60 insertions(+), 34 deletions(-)
> >>
> > Using uniforms works of course, but an alternative worth considering
> > is using texture coordinates. That would allow the structure of these
> > tests to remain otherwise unmodified.
>
> I believe I had tried that at some point and found it difficult, but
> maybe that was before I encoded support for custom input layouts into
> the shader runner. I'll look at it again...

In principle it should be a matter of adding texture coordinates to
the vertex buffer in patch 1/5, and then emitting them from the vertex
shader. We'd also get normalised coordinates in the pixel shader
instead of render target coordinates, but that's a relatively minor
difference.



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