vkd3d/tests/hlsl/cast-to-float.shader_test

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[require]
shader model >= 4.0
[pixel shader]
uniform int i;
uniform uint u;
uniform bool b;
uniform half h;
float4 main() : sv_target
{
return float4(((float)i) + 1.5, ((float)u) - 2.5, ((float)b) / 2, h);
}
[test]
uniform 0 int -1
uniform 1 uint 3
uniform 2 int -2
uniform 3 float 0.5
todo(sm>=6) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader]
float4 main() : sv_target
{
int i = -1;
uint u = 3;
bool b = true;
half h = 0.5;
return float4(((float)i) + 1.5, ((float)u) - 2.5, ((float)b) / 2, h);
}
[test]
draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)