vkd3d/tests/hlsl/arithmetic-float-uniform.shader_test

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[pixel shader]
uniform float2 a;
float4 main() : SV_TARGET
{
float x = a.x;
float y = a.y;
return float4(x + y, x - y, x * y, x / y);
}
[test]
uniform 0 float4 5.0 15.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (20.0, -10.0, 75.0, 0.33333333) 1
[pixel shader]
uniform float2 a;
float4 main() : SV_TARGET
{
float x = a.x;
float y = a.y;
return float4(x % y, +x, -x, y / x);
}
[test]
uniform 0 float4 5.0 15.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0) 1
[pixel shader]
uniform float2 a;
float4 main() : SV_TARGET
{
float x = a.x;
float y = a.y;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16
[pixel shader]
uniform float2 a;
float4 main() : SV_TARGET
{
float x = a.x;
float y = a.y;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 x, y;
float4 main() : sv_target
{
return x % y;
}
[test]
uniform 0 float4 5.0 -42.1 4.0 45.0
uniform 4 float4 15.0 -5.0 4.1 5.0
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]
uniform float2 a;
float4 main() : SV_TARGET
{
float x = a.x;
float y = a.y;
return x / y;
}
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99)
[pixel shader]
uniform float4 a, b, c;
float4 main() : sv_target
{
return mad(a, b, c);
}
[test]
uniform 0 float4 1.00000007 -42.1 4.0 45.0
uniform 4 float4 1.625 -5.0 4.125 5.0
uniform 8 float4 1.00000007 -1.0 0.5 -0.5
todo(glsl) draw quad
probe (0, 0) rgba (2.62500024, 209.5, 17.0, 224.5) 1
% precise mad() is not allowed to fuse, even though unfused is less precise.
[pixel shader]
uniform float4 a, b, c;
float4 main() : sv_target
{
precise float4 ret = mad(a, b, c);
return ret;
}
[test]
uniform 0 float4 1.00000007 -42.1 4.0 45.0
uniform 4 float4 1.625 -5.0 4.125 5.0
uniform 8 float4 1.00000007 -1.0 0.5 -0.5
todo(glsl) draw quad
probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5) 1
[require]
shader model >= 5.0
float64
[pixel shader todo]
uniform double2 a;
float4 main() : SV_TARGET
{
double x = a.x;
double y = a.y;
return float4(x + y, x - y, x * y, x / y);
}
[test]
uniform 0 double2 7.5 -2.5
todo(sm<6) draw quad
probe (0, 0) rgba (5.0, 10.0, -18.75, -3.0)
[pixel shader todo]
uniform double2 a;
float4 main() : SV_TARGET
{
double x = a.x;
double y = a.y;
return x * y;
}
[test]
uniform 0 double2 3.0e-300 2.5e300
todo(sm<6) draw quad
probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5)
% Note: DXC does not support modulo on doubles.
[pixel shader todo]
uniform double2 a;
float4 main() : SV_TARGET
{
double x = a.x;
double y = a.y;
return x / y;
}
[test]
uniform 0 double2 1.5e300 2.0e299
todo(sm<6) draw quad
probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5)
[pixel shader todo]
uniform double2 a, b, c;
float4 main() : sv_target
{
return float4(fma(a, b, c), 0, 0);
}
[test]
uniform 0 double2 1.00000007 -42.1
uniform 4 double2 1.625 -5.0
uniform 8 double2 1.00000007 -1.0
todo(sm<6) draw quad
probe (0, 0) rgba (2.62500024, 209.5, 0.0, 0.0)
% Test result when instructions might be removed because they are identities such as (+0) or (*1).
[pixel shader]
float4 a;
float4 main() : sv_target
{
float4 zero = {0, 0, 0, 0};
float4 one = {1, 1, 1, 1};
return a + zero + a * one + zero * one;
}
[test]
uniform 0 float4 0.2 0.3 9.1 3.2
todo(glsl) draw quad
probe (0, 0) rgba (0.4, 0.6, 18.2, 6.4)