vkd3d/tests/hlsl/initializer-numeric.shader_test

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[pixel shader]
float4 main() : sv_target
{
int4 aa = {1, 2, 3, 4};
return aa;
}
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0) 4
[pixel shader]
float4 main() : sv_target
{
float4 aa = {1, 2, 3, 4};
return aa;
}
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0) 4
[pixel shader]
float4 main() : sv_target
{
float3 aa = {1, 2, 3};
float4 bb = {aa.x, aa.y, aa.z, 4.0};
return bb;
}
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0) 4
[pixel shader]
float4 main() : sv_target
{
float4 aa = { 1e1, 1e-1, 1., 2.f };
float4 bb = { .1, .1e1, .2f, 1.e-1f };
return aa + bb;
}
[test]
todo(glsl) draw quad
probe all rgba (10.1, 1.1, 1.2, 2.1) 4
[pixel shader]
float4 main() : sv_target
{
float4 aa = { 3U, 0xfau, 020u, -1u};
return aa;
}
[test]
todo(glsl) draw quad
probe all rgba (3.0, 250.0, 16.0, 4.2949673e+009) 4
[pixel shader]
float4 main() : sv_target
{
// 3000000000 is -1294967296 when it doesn't have the 'u' suffix, except in SM6.
float2 aa = {3000000000, 3000000000U};
return float4(aa, 0.0, 0.0);
}
[test]
todo(glsl) draw quad
if(sm<6) probe all rgba (-1294967296.0, 3000000000.0, 0.0, 0.0) 4
if(sm>=6) probe all rgba (3000000000.0, 3000000000.0, 0.0, 0.0) 4