vkd3d/tests/hlsl-dot.shader_test

112 lines
1.6 KiB
Plaintext
Raw Normal View History

[pixel shader]
uniform float4 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
uniform 4 float4 10.0 11.0 12.0 13.0
draw quad
probe all rgba (166.0, 166.0, 166.0, 166.0)
[pixel shader]
uniform float2 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 2.0 3.0 0.0 0.0
uniform 4 float4 10.0 11.0 12.0 13.0
draw quad
probe all rgba (53.0, 53.0, 53.0, 53.0)
[pixel shader]
uniform float x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
uniform 4 float4 10.0 11.0 12.0 13.0
draw quad
probe all rgba (92.0, 92.0, 92.0, 92.0)
[pixel shader]
uniform float4 x;
uniform float y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 10.0 11.0 12.0 13.0
uniform 4 float4 2.0 0.0 0.0 0.0
draw quad
probe all rgba (92.0, 92.0, 92.0, 92.0)
[pixel shader]
uniform float x;
uniform float y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
% Account for both the SM1 and SM4 uniform layout
uniform 0 float4 2.0 3.0 0.0 0.0
uniform 4 float4 3.0 0.0 0.0 0.0
draw quad
probe all rgba (6.0, 6.0, 6.0, 6.0)
[pixel shader fail]
uniform float1x1 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[pixel shader fail]
uniform float1x4 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[pixel shader fail]
uniform float4x1 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[pixel shader fail]
uniform float4x4 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}