vkd3d/tests/hlsl/arithmetic-float.shader_test

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[pixel shader]
float4 main() : SV_TARGET
{
float x = 5.0;
float y = 15.0;
return float4(x + y, x - y, x * y, x / y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (20.0, -10.0, 75.0, 0.33333333)
[pixel shader]
float4 main() : SV_TARGET
{
float x = 5.0;
float y = 15.0;
return float4(x % y, +x, -x, y / x);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader]
float4 main() : SV_TARGET
{
float x = 42;
float y = 5;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16
[pixel shader]
float4 main() : SV_TARGET
{
float x = 45;
float y = 5;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float4 x = {5.0, -42.1, 4.0, 45.0};
float4 y = {15.0, -5.0, 4.1, 5.0};
return x % y;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6
[require]
% Infinities are not allowed in SM1
shader model >= 4.0
[pixel shader]
float4 main() : SV_TARGET
{
float x = 1;
float y = 0;
return x / y;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99)