vkd3d/tests/cast-componentwise-compatible.shader_test

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[pixel shader]
struct apple
{
float3 aa;
int bb;
};
float4 main() : sv_target
{
float f[4] = {1, 2, 3, 4};
struct apple a;
a = (struct apple) f;
return a.aa.xyzx;
}
[test]
draw quad
probe all rgba (1.0, 2.0, 3.0, 1.0)
[pixel shader]
struct apple
{
float3 aa;
int bb;
float cc;
};
float4 main() : sv_target
{
struct apple a = {5, 6, 7, 8.8, 9.0};
float f[4];
f = (float[4]) a;
return float4(f);
}
[test]
draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
[pixel shader]
float4 main() : sv_target
{
float f[6] = {1, 2, 3, 4, 5, 6};
int i[4];
i = (int[4]) f;
return float4(i[0], i[1], i[2], i[3]);
}
[test]
draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
Texture2D tex;
struct apple
{
int2 aa;
Texture2D bb;
float cc;
};
struct banana
{
float aa[2];
Texture2D bb;
int cc;
};
float4 main() : sv_target
{
struct apple a = {1, 2, tex, 7.2};
struct banana b;
b = (struct banana) a;
return b.cc;
}
[test]
draw quad
probe all rgba (7.0, 7.0, 7.0, 7.0)
[pixel shader]
Texture2D tex;
struct apple
{
int2 aa;
Texture2D bb;
float cc;
float4 dd;
Texture2D ee;
};
struct banana
{
float aa[2];
Texture2D bb;
int cc;
};
float4 main() : sv_target
{
struct apple a = {1, 2, tex, 3, 4, 5, 6, 7, tex};
struct banana b;
b = (struct banana) a;
return b.cc;
}
[test]
draw quad
probe all rgba (3.0, 3.0, 3.0, 3.0)
[pixel shader fail]
struct apple
{
int2 aa;
float bb;
};
struct banana
{
int2 aa;
float bb;
float cc;
};
float4 main() : sv_target
{
struct apple a = {1, 2, 3};
struct banana b;
b = (struct banana) a;
return b.bb;
}
[pixel shader]
float4 main() : sv_target
{
float4 v = float4(10.1, 20.2, 30.3, 40.4);
int i[3];
i = (int[3]) v;
return float4(i[0], i[1], i[2], i[2]);
}
[test]
draw quad
probe all rgba (10.0, 20.0, 30.0, 30.0)
[pixel shader]
struct apple
{
int aa;
float bb[2];
};
float4 main() : sv_target
{
float4 f = {10.4, 11.4, 12.4, 13.4};
struct apple a;
a = (struct apple) f;
return float4(a.aa, a.aa, a.bb[0], a.bb[1]);
}
[test]
draw quad
probe all rgba (10.0, 10.0, 11.4, 12.4)
[pixel shader]
float4 main() : sv_target
{
float f[5] = {11, 12, 13, 14, 15};
int4 i;
i = (int4) f;
return i;
}
[test]
draw quad
probe all rgba (11.0, 12.0, 13.0, 14.0)
[pixel shader]
struct apple
{
int2 aa;
float bb[2];
float cc;
};
float4 main() : sv_target
{
struct apple a = {21, 22, 23.4, 24.4, 25.0};
int4 i;
i = (int4) a;
return i;
}
[test]
draw quad
probe all rgba (21.0, 22.0, 23.0, 24.0)
[pixel shader]
float4 main() : sv_target
{
float4 f = {31.4, 32.4, 33.4, 34.4};
int3 i;
i = (int3) f;
return float4(i.x, i.y, i.z, i.z);
}
[test]
draw quad
probe all rgba (31.0, 32.0, 33.0, 33.0)