vkd3d/tests/hlsl/vector-indexing.shader_test

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[pixel shader]
float4 main() : SV_TARGET
{
float4 color;
color[0] = 0.020;
color[1] = 0.245;
color[2] = 0.351;
color[3] = 1.0;
return color;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.02, 0.245, 0.351, 1.0)
[pixel shader]
uniform float4 m;
float4 main() : SV_TARGET
{
return float4(m[0], m[1], m[1], m[2]);
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 2.0, 3.0)
[pixel shader fail(sm<6)]
float4 main() : SV_TARGET
{
float4 vec = {0, 1, 2, 3};
int1 idx = {3};
return vec[idx];
}
[pixel shader]
float4 main() : SV_TARGET
{
float4 vec = {0, 1, 2, 3};
int2 idx = {1, 2};
return vec[idx.y];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
[pixel shader fail(sm<6) todo]
float4 v;
float i;
float4 main() : sv_target
{
float4 p = v;
p[i] = 2.0;
return 0;
}