vkd3d/tests/hlsl/swizzle-constant-prop.shader_test

64 lines
1.1 KiB
Plaintext
Raw Normal View History

% The texel offset argument to Load() must resolve to a constant integer;
% make sure that we can do so.
[require]
shader model >= 4.0
[texture 0]
size (4, 4)
1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4
5 5 5 5 6 6 6 6 7 7 7 7 8 8 8 8
9 9 9 9 10 10 10 10 11 11 11 11 12 12 12 12
13 13 13 13 14 14 14 14 14 15 15 15 16 16 16 16
[pixel shader]
Texture2D tex;
uniform int i;
float4 main() : sv_target
{
int4 a = {1, 2, i, i};
return 100 * a + tex.Load(int3(0, 0, 0), a.xy);
}
[test]
uniform 0 int 4
todo(sm>=6) draw quad
probe all rgba (110, 210, 410, 410)
[pixel shader]
Texture2D tex;
uniform int i;
float4 main() : sv_target
{
int4 a = {0, 1, 2, i};
int4 b = a.yxww;
int3 c = b.wyx;
return 100 * b + tex.Load(int3(0, 0, 0), c.yz);
}
[test]
uniform 0 int 3
todo(sm>=6) draw quad
probe all rgba (105, 5, 305, 305)
[pixel shader]
Texture2D tex;
uniform int i;
float4 main() : sv_target
{
int4 a = {1, 2, 3, i};
return tex.Load(int3(0, 0, 0), a.wzxx.yxw.zx);
}
[test]
uniform 0 int 1
todo(sm>=6) draw quad
probe all rgba (14.0, 14.0, 14.0, 14.0)