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vkd3d/tests/hlsl/round.shader_test

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[pixel shader]
uniform float4 u;
float4 main() : sv_target
{
return round(u);
}
[test]
uniform 0 float4 -0.4 -6.6 7.6 3.4
draw quad
probe (0, 0) rgba (0.0, -7.0, 8.0, 3.0) 4
[pixel shader]
uniform float4 u;
float4 main() : sv_target
{
float a = round(u.r);
int2 b = round(u.gb);
float4 res = float4(b, a, u.a);
return round(res);
}
[test]
uniform 0 float4 -0.4 -6.6 7.6 3.4
draw quad
todo(msl & sm>=6) probe (0, 0) f32(-7.0, 8.0, 0.0, 3.0) 4
[pixel shader]
uniform float4 u;
float4 main() : sv_target
{
int4 i = u;
return round(i);
}
[test]
uniform 0 float4 -1 0 2 10
draw quad
todo(msl & sm>=6) probe (0, 0) f32(-1.0, 0.0, 2.0, 10.0) 4
[pixel shader]
float4 main() : sv_target
{
return round(float4(-1.5, -0.5, 0.5, 1.5));
}
[test]
draw quad
if(sm<6) probe (0, 0) f32(-1.0, 0.0, 1.0, 2.0)
if(sm>=6) probe (0, 0) f32(-2.0, -0.0, 0.0, 2.0)