2022-10-14 15:45:04 +02:00
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|
|
[pixel shader]
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|
|
|
uniform float2 a;
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|
|
|
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|
|
float4 main() : SV_TARGET
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|
|
{
|
2024-12-18 00:21:03 -06:00
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|
float x = +a.x;
|
2022-10-14 15:45:04 +02:00
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|
|
float y = a.y;
|
2024-12-18 00:21:03 -06:00
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|
|
return float4(x + y, x - y, x * y, -y);
|
2022-10-14 15:45:04 +02:00
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|
|
}
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|
|
|
|
|
|
|
[test]
|
2024-12-18 00:21:03 -06:00
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|
|
uniform 0 float4 0.05 0.15 0.0 0.0
|
2024-11-22 15:45:54 +08:00
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|
|
draw quad
|
2024-12-18 00:21:03 -06:00
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|
|
probe (0, 0) rgba (0.20, -0.10, 0.0075, -0.15) 1
|
2022-10-14 15:45:04 +02:00
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|
2024-12-18 00:21:03 -06:00
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|
% 1.x has no division or modulo.
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|
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|
[pixel shader notimpl(sm<2)]
|
2022-10-14 15:45:04 +02:00
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|
|
uniform float2 a;
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|
|
float4 main() : SV_TARGET
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|
|
{
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|
|
float x = a.x;
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|
|
float y = a.y;
|
2024-12-18 00:21:03 -06:00
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|
|
return float4(x / y, -x / y, x / -y, -x / -y);
|
2022-10-14 15:45:04 +02:00
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|
|
}
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|
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|
|
|
|
|
[test]
|
2024-12-18 00:21:03 -06:00
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|
|
uniform 0 float4 42.0 5.0 0.0 0.0
|
2024-11-22 15:45:54 +08:00
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|
draw quad
|
2024-12-18 00:21:03 -06:00
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|
probe (0, 0) rgba (8.4, -8.4, -8.4, 8.4) 16
|
2022-10-14 15:45:04 +02:00
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|
2024-12-18 00:21:03 -06:00
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|
[pixel shader fail(sm<2)]
|
2022-10-14 15:45:04 +02:00
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|
|
uniform float2 a;
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|
|
float4 main() : SV_TARGET
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|
|
{
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|
|
float x = a.x;
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|
|
float y = a.y;
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|
|
return float4(x % y, -x % y, x % -y, -x % -y);
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|
}
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|
[test]
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|
|
uniform 0 float4 42.0 5.0 0.0 0.0
|
2025-07-14 22:22:04 +02:00
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|
todo(msl & sm>=6) draw quad
|
2024-02-10 13:16:22 -06:00
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|
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16
|
2022-10-14 15:45:04 +02:00
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|
2024-12-18 00:21:03 -06:00
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|
|
[pixel shader fail(sm<2)]
|
2022-10-14 15:45:04 +02:00
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|
|
uniform float2 a;
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|
|
float4 main() : SV_TARGET
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|
|
{
|
|
|
|
float x = a.x;
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|
|
float y = a.y;
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|
|
return float4(x % y, -x % y, x % -y, -x % -y);
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|
}
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|
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|
|
[test]
|
|
|
|
uniform 0 float4 45.0 5.0 0.0 0.0
|
2025-07-14 22:22:04 +02:00
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|
|
todo(msl & sm>=6) draw quad
|
2024-02-10 13:16:22 -06:00
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|
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
|
2022-10-14 15:45:04 +02:00
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|
2024-12-18 00:21:03 -06:00
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|
|
[pixel shader fail(sm<2)]
|
2023-09-09 20:08:52 +02:00
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|
|
float4 x, y;
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|
|
float4 main() : sv_target
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|
|
{
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|
|
return x % y;
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|
}
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|
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|
[test]
|
|
|
|
uniform 0 float4 5.0 -42.1 4.0 45.0
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|
uniform 4 float4 15.0 -5.0 4.1 5.0
|
2025-07-14 22:22:04 +02:00
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|
|
todo(msl & sm>=6) draw quad
|
2024-02-10 13:16:22 -06:00
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|
|
probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6
|
2023-09-09 20:08:52 +02:00
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|
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|
2022-10-14 15:45:04 +02:00
|
|
|
|
2024-12-18 00:21:03 -06:00
|
|
|
[pixel shader notimpl(sm<2)]
|
2022-10-14 15:45:04 +02:00
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|
|
uniform float2 a;
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|
|
|
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|
|
float4 main() : SV_TARGET
|
|
|
|
{
|
|
|
|
float x = a.x;
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|
|
float y = a.y;
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|
|
return x / y;
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|
|
|
}
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|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 float4 1.0 0.0 0.0 0.0
|
2024-11-22 15:45:54 +08:00
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|
|
draw quad
|
2024-02-10 13:16:22 -06:00
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|
|
probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99)
|
2023-11-23 00:11:41 +10:00
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|
2024-12-18 00:21:03 -06:00
|
|
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|
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|
|
% d3dx9/d3dcompiler < 41 does not have mad().
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|
[pixel shader fail(sm<2)]
|
2024-03-15 12:40:26 +10:00
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|
uniform float4 a, b, c;
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|
|
float4 main() : sv_target
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|
|
{
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|
|
|
return mad(a, b, c);
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|
|
|
}
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|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 float4 1.00000007 -42.1 4.0 45.0
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|
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|
uniform 4 float4 1.625 -5.0 4.125 5.0
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|
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|
uniform 8 float4 1.00000007 -1.0 0.5 -0.5
|
2024-12-03 01:09:44 +08:00
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|
|
draw quad
|
2024-02-10 13:16:22 -06:00
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|
|
probe (0, 0) rgba (2.62500024, 209.5, 17.0, 224.5) 1
|
2024-03-15 12:40:26 +10:00
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|
|
|
|
|
|
% precise mad() is not allowed to fuse, even though unfused is less precise.
|
2024-12-18 00:21:03 -06:00
|
|
|
[pixel shader fail(sm<2)]
|
2024-03-15 12:40:26 +10:00
|
|
|
uniform float4 a, b, c;
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|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
precise float4 ret = mad(a, b, c);
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 float4 1.00000007 -42.1 4.0 45.0
|
|
|
|
uniform 4 float4 1.625 -5.0 4.125 5.0
|
|
|
|
uniform 8 float4 1.00000007 -1.0 0.5 -0.5
|
2025-07-14 22:22:04 +02:00
|
|
|
todo(msl & sm>=6) draw quad
|
2024-09-04 13:19:16 +02:00
|
|
|
probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5) 1
|
2024-03-15 12:40:26 +10:00
|
|
|
|
2025-07-28 21:51:09 -04:00
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|
|
[pixel shader]
|
|
|
|
uniform float4 a;
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|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return float4(abs(abs(a.x)), abs(-a.y), -(-a.z), 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 float4 -1.0 -2.0 -3.0 0.0
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|
|
|
draw quad
|
|
|
|
probe (0, 0) f32(1.0, 2.0, -3.0, 0.0)
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|
|
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|
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|
|
[pixel shader]
|
|
|
|
uniform float4 a;
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|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
float4 ret;
|
|
|
|
ret.x = floor(floor(a.x));
|
|
|
|
ret.y = floor(ceil(a.y));
|
|
|
|
ret.z = ceil(floor(a.z));
|
|
|
|
ret.w = ceil(ceil(a.w));
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 float4 1.5 1.5 -1.5 -1.5
|
|
|
|
draw quad
|
|
|
|
probe (0, 0) f32(1.0, 2.0, -2.0, -1.0)
|
|
|
|
|
2023-11-23 00:11:41 +10:00
|
|
|
[require]
|
|
|
|
shader model >= 5.0
|
|
|
|
float64
|
|
|
|
|
|
|
|
[pixel shader todo]
|
|
|
|
uniform double2 a;
|
|
|
|
|
|
|
|
float4 main() : SV_TARGET
|
|
|
|
{
|
|
|
|
double x = a.x;
|
|
|
|
double y = a.y;
|
|
|
|
return float4(x + y, x - y, x * y, x / y);
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 double2 7.5 -2.5
|
|
|
|
todo(sm<6) draw quad
|
2024-02-10 13:16:22 -06:00
|
|
|
probe (0, 0) rgba (5.0, 10.0, -18.75, -3.0)
|
2023-11-23 00:11:41 +10:00
|
|
|
|
|
|
|
[pixel shader todo]
|
|
|
|
uniform double2 a;
|
|
|
|
|
|
|
|
float4 main() : SV_TARGET
|
|
|
|
{
|
|
|
|
double x = a.x;
|
|
|
|
double y = a.y;
|
|
|
|
return x * y;
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 double2 3.0e-300 2.5e300
|
|
|
|
todo(sm<6) draw quad
|
2024-02-10 13:16:22 -06:00
|
|
|
probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5)
|
2023-11-23 00:11:41 +10:00
|
|
|
|
|
|
|
% Note: DXC does not support modulo on doubles.
|
|
|
|
[pixel shader todo]
|
|
|
|
uniform double2 a;
|
|
|
|
|
|
|
|
float4 main() : SV_TARGET
|
|
|
|
{
|
|
|
|
double x = a.x;
|
|
|
|
double y = a.y;
|
|
|
|
return x / y;
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 double2 1.5e300 2.0e299
|
|
|
|
todo(sm<6) draw quad
|
2024-02-10 13:16:22 -06:00
|
|
|
probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5)
|
2024-03-15 12:40:26 +10:00
|
|
|
|
|
|
|
[pixel shader todo]
|
|
|
|
uniform double2 a, b, c;
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return float4(fma(a, b, c), 0, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 double2 1.00000007 -42.1
|
|
|
|
uniform 4 double2 1.625 -5.0
|
|
|
|
uniform 8 double2 1.00000007 -1.0
|
2023-12-11 16:18:41 +10:00
|
|
|
todo(sm<6) draw quad
|
2024-02-10 13:16:22 -06:00
|
|
|
probe (0, 0) rgba (2.62500024, 209.5, 0.0, 0.0)
|
2024-04-23 16:35:50 -04:00
|
|
|
|
|
|
|
|
|
|
|
% Test result when instructions might be removed because they are identities such as (+0) or (*1).
|
|
|
|
[pixel shader]
|
|
|
|
float4 a;
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
float4 zero = {0, 0, 0, 0};
|
|
|
|
float4 one = {1, 1, 1, 1};
|
|
|
|
|
|
|
|
return a + zero + a * one + zero * one;
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 float4 0.2 0.3 9.1 3.2
|
2021-08-28 14:32:54 +05:30
|
|
|
draw quad
|
2024-02-10 13:16:22 -06:00
|
|
|
probe (0, 0) rgba (0.4, 0.6, 18.2, 6.4)
|
2025-01-21 12:01:13 +01:00
|
|
|
|
|
|
|
[rtv 0]
|
|
|
|
format r32g32b32a32-uint
|
|
|
|
size (2d, 640, 480)
|
|
|
|
|
|
|
|
[pixel shader todo]
|
|
|
|
uniform double2 a, b, c, d;
|
|
|
|
|
|
|
|
% Return bool4 to ensure that non-trivial destination swizzling happens on the
|
|
|
|
% DLT instruction, rather than on the instruction to convert the result.
|
|
|
|
bool4 main() : SV_TARGET
|
|
|
|
{
|
|
|
|
bool2 first = a < b;
|
|
|
|
bool2 second = c < d;
|
|
|
|
return bool4(first.x, second.x, second.y, first.y);
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 double2 1.0 3.0
|
|
|
|
uniform 4 double2 2.0 4.0
|
|
|
|
uniform 8 double2 5.0 7.0
|
|
|
|
uniform 12 double2 6.0 8.0
|
|
|
|
todo(sm<6) draw quad
|
2025-06-06 00:25:11 +02:00
|
|
|
if(sm<6) probe (0, 0) u32(0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff)
|
|
|
|
if(sm>=6) probe (0, 0) u32(1, 1, 1, 1)
|
2025-01-21 12:01:13 +01:00
|
|
|
|
|
|
|
uniform 0 double2 1.0 4.0
|
|
|
|
uniform 4 double2 2.0 3.0
|
|
|
|
uniform 8 double2 5.0 8.0
|
|
|
|
uniform 12 double2 6.0 7.0
|
|
|
|
todo(sm<6) draw quad
|
2025-06-06 00:25:11 +02:00
|
|
|
if(sm<6) probe (0, 0) u32(0xffffffff, 0xffffffff, 0, 0)
|
|
|
|
if(sm>=6) probe (0, 0) u32(1, 1, 0, 0)
|
2025-01-21 12:01:13 +01:00
|
|
|
|
|
|
|
uniform 0 double2 1.0 4.0
|
|
|
|
uniform 4 double2 2.0 3.0
|
|
|
|
uniform 8 double2 6.0 7.0
|
|
|
|
uniform 12 double2 5.0 8.0
|
|
|
|
todo(sm<6) draw quad
|
2025-06-06 00:25:11 +02:00
|
|
|
if(sm<6) probe (0, 0) u32(0xffffffff, 0, 0xffffffff, 0)
|
|
|
|
if(sm>=6) probe (0, 0) u32(1, 0, 1, 0)
|
2025-02-04 16:19:07 +10:00
|
|
|
|
2025-05-26 21:51:59 +02:00
|
|
|
[rtv 0]
|
|
|
|
format r32g32b32a32-float
|
|
|
|
size (2d, 640, 480)
|
|
|
|
|
|
|
|
% Minimum precision vectors in constant buffers have inconsistent behavior with
|
|
|
|
% SM6 (see minimum-precision.shader_test), so we're reading with arrays instead.
|
|
|
|
|
|
|
|
[require]
|
|
|
|
shader model >= 4.0
|
|
|
|
|
|
|
|
[pixel shader]
|
|
|
|
uniform min16float u[4];
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
min16float n = -1.5, m = 65.0;
|
|
|
|
return float4(u[0] + n, u[1] + m, u[2] + n, u[3] + m);
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
if(sm<6) uniform 0 float 0
|
|
|
|
if(sm<6) uniform 4 float 0
|
|
|
|
if(sm<6) uniform 8 float 2.75
|
|
|
|
if(sm<6) uniform 12 float 2.75
|
|
|
|
if(sm>=6) uniform 0 uint 0
|
|
|
|
if(sm>=6) uniform 4 uint 0
|
|
|
|
if(sm>=6) uniform 8 uint 0x4180
|
|
|
|
if(sm>=6) uniform 12 uint 0x4180
|
2025-07-14 22:22:04 +02:00
|
|
|
todo(msl & sm>=6) draw quad
|
2025-05-26 21:51:59 +02:00
|
|
|
todo(sm>=6) probe (0, 0) rgba(-1.5, 65.0, 1.25, 67.75)
|
|
|
|
|
2025-05-26 21:56:10 +02:00
|
|
|
[pixel shader]
|
|
|
|
uniform min16float u[2];
|
|
|
|
uniform uint i;
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
min16float arr[4] = {1.0, 2.0, 10.0, 0.5};
|
|
|
|
return float4(u[0] + arr[i], u[1] + arr[i + 1], 0, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
if(sm<6) uniform 0 float 0.25
|
|
|
|
if(sm<6) uniform 4 float 3.0
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if(sm>=6) uniform 0 uint 0x3400
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if(sm>=6) uniform 4 uint 0x4200
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% i is allocated differently between SM4-5 and SM6
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uniform 5 uint 2
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uniform 8 uint 2
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2025-05-23 11:24:54 +02:00
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todo(sm>=6) draw quad
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2025-05-26 21:56:10 +02:00
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probe (0, 0) rgba(10.25, 3.5, 0.0, 0.0)
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uniform 0 uint 0
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uniform 4 uint 0
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uniform 5 uint 0
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uniform 8 uint 0
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2025-05-23 11:24:54 +02:00
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todo(sm>=6) draw quad
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2025-05-26 21:56:10 +02:00
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probe (0, 0) rgba(1.0, 2.0, 0, 0)
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2025-05-26 21:51:59 +02:00
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[pixel shader]
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uniform min16float u[4];
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float4 main() : sv_target
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{
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min16float n = -1.5, m = 5.5;
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return float4(u[0] * n, u[1] * m, u[2] * n, u[3] * m);
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}
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[test]
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if(sm<6) uniform 0 float -2.5
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if(sm<6) uniform 4 float 3.5
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if(sm<6) uniform 8 float 0.5
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if(sm<6) uniform 12 float -4.5
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if(sm>=6) uniform 0 uint 0xc100
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if(sm>=6) uniform 4 uint 0x4300
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if(sm>=6) uniform 8 uint 0x3800
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if(sm>=6) uniform 12 uint 0xc480
|
2025-07-14 22:22:04 +02:00
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todo(msl & sm>=6) draw quad
|
2025-05-26 21:51:59 +02:00
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todo(sm>=6) probe (0, 0) rgba(3.75, 19.25, -0.75, -24.75)
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[pixel shader]
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uniform min16float u[4];
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float4 main() : sv_target
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{
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|
min16float n = 655.0, m = -0.5;
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|
return float4(u[0] / n, u[1] / m, u[2] / n, u[3] / m);
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}
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[test]
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if(sm<6) uniform 0 float 3.25
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if(sm<6) uniform 4 float -1023.5
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if(sm<6) uniform 8 float -7.5
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if(sm<6) uniform 12 float 0.125
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if(sm>=6) uniform 0 uint 0x4280
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if(sm>=6) uniform 4 uint 0xe3ff
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if(sm>=6) uniform 8 uint 0xc780
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if(sm>=6) uniform 12 uint 0x3000
|
2025-07-14 22:22:04 +02:00
|
|
|
todo(msl & sm>=6) draw quad
|
2025-05-26 21:51:59 +02:00
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|
% The computation is potentially done in f16, but ULPs are relative to the f32 result.
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todo(sm>=6) probe (0, 0) rgba (0.004962, 2047.0, -0.011451, -0.25) 8192
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|
2025-02-04 16:19:07 +10:00
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|
|
[require]
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|
|
|
shader model >= 6.2
|
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|
|
native-16-bit
|
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[pixel shader]
|
|
|
|
uniform half4 u;
|
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|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
half n = -1.5, m = 65504.0;
|
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|
|
return float4(u.x + n, u.y + m, u.z + n, u.w + m);
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|
|
|
}
|
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|
|
[test]
|
|
|
|
uniform 0 uint 0
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|
uniform 1 uint 0x41804180 % 2.75 2.75
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draw quad
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|
probe (0, 0) rgba(-1.5, 65504.0, 1.25, 65504.0)
|
|
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[pixel shader]
|
|
|
|
uniform half4 u;
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
half n = -1.5, m = 5.5;
|
|
|
|
return float4(u.x * n, u.y * m, u.z * n, u.w * m);
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 uint 0xc1004300 % 3.5 -2.5
|
|
|
|
uniform 1 uint4 0x3800c480 % -4.5 0.5
|
|
|
|
draw quad
|
|
|
|
probe (0, 0) rgba(-5.25, -13.75, 6.75, 2.75)
|
|
|
|
|
|
|
|
[pixel shader]
|
|
|
|
uniform half4 u;
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
half n = 65504.0, m = -0.5;
|
|
|
|
return float4(u.x / n, u.y / m, u.z / n, u.w / m);
|
|
|
|
}
|
|
|
|
|
|
|
|
[test]
|
|
|
|
uniform 0 uint 0x4280e3ff % -1023.5 3.25
|
|
|
|
uniform 1 uint 0xc7803000 % 0.125 -7.5
|
|
|
|
draw quad
|
2025-04-11 22:54:42 +02:00
|
|
|
% The computation is done in f16, but ULPs are relative to the f32 result.
|
|
|
|
probe (0, 0) rgba(-0.0156173706, -6.5, 1.90734863e-06, 15.0) 16384
|