2022-12-14 11:42:35 -08:00
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[require]
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shader model >= 4.0
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vkd3d-shader/hlsl: Reinterpret minimum precision types as their regular counterparts.
Reinterpret min16float, min10float, min16int, min12int, and min16uint
as their regular counterparts: float, float, int, int, uint,
respectively.
A proper implementation would require adding minimum precision
indicators to all the dxbc-tpf instructions that use these types.
Consider the output of fxc 10.1 with the following shader:
uniform int i;
float4 main() : sv_target
{
min16float4 a = {0, 1, 2, i};
min16int2 b = {4, i};
min10float3 c = {6.4, 7, i};
min12int d = 9.4;
min16uint4x2 e = {14.4, 15, 16, 17, 18, 19, 20, i};
return mul(e, b) + a + c.xyzx + d;
}
However, if the graphics driver doesn't have minimum precision support,
it ignores the minimum precision indicators and runs at 32-bit
precision, which is equivalent as working with regular types.
2022-12-07 13:06:06 -08:00
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[pixel shader]
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2022-12-14 11:42:35 -08:00
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float4 main() : sv_target
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{
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min16float4 a = {0, 1, 2, 3};
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min10float2 b = {4, 5};
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min16int3 c = {6.4, 7, 8};
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min12int d = 9.4;
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min16uint4x2 e = {14.4, 15, 16, 17, 18, 19, 20, 21};
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vector<min10float, 3> g = {22, 23, 24};
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matrix<min16uint, 3, 2> h = {25.4, 26, 27, 28, 29, 30};
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return mul(e, b) + a + c.xyzx + d + g.xxyz + h[2].xyxy;
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}
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[test]
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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vkd3d-shader/hlsl: Reinterpret minimum precision types as their regular counterparts.
Reinterpret min16float, min10float, min16int, min12int, and min16uint
as their regular counterparts: float, float, int, int, uint,
respectively.
A proper implementation would require adding minimum precision
indicators to all the dxbc-tpf instructions that use these types.
Consider the output of fxc 10.1 with the following shader:
uniform int i;
float4 main() : sv_target
{
min16float4 a = {0, 1, 2, i};
min16int2 b = {4, i};
min10float3 c = {6.4, 7, i};
min12int d = 9.4;
min16uint4x2 e = {14.4, 15, 16, 17, 18, 19, 20, i};
return mul(e, b) + a + c.xyzx + d;
}
However, if the graphics driver doesn't have minimum precision support,
it ignores the minimum precision indicators and runs at 32-bit
precision, which is equivalent as working with regular types.
2022-12-07 13:06:06 -08:00
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probe all rgba (197.0, 218.0, 238.0, 257.0)
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2023-12-12 19:49:40 -08:00
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[pixel shader]
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uniform min16uint2 u;
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uint4 main() : sv_target
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{
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min16uint i = 0x7fff, j = 0xffff;
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return uint4(u.x + i, u.y + j, 0, 0);
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}
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2023-06-12 23:51:11 -07:00
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[require]
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shader model >= 4.0
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shader model < 6.0
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2023-12-12 19:49:40 -08:00
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[test]
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uniform 0 uint4 0 0 0 0
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2024-03-19 04:36:23 -07:00
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todo(glsl) draw quad
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2023-12-12 19:49:40 -08:00
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probe all rgbaui (0x7fff, 0xffff, 0, 0)
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2023-06-12 23:51:11 -07:00
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[require]
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shader model >= 6.0
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[test]
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uniform 0 uint4 0 0 0 0
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draw quad
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probe all rgbaui (0x7fff, 0xffffffff, 0, 0)
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2023-12-12 19:49:40 -08:00
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% The code d3dcompiler_47 produces for this appears correct, but the result
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% is still zero in Windows.
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[pixel shader]
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uniform min16uint4 u;
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uniform uint i;
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uint4 main() : sv_target
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{
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min16uint arr[4] = {1, 2, 0x7fff, 0xffff};
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return uint4(u.x + arr[i], u.y + arr[i + 1], 0, 0);
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}
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[test]
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uniform 0 uint4 0 0 0 0
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uniform 4 uint 2
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draw quad
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2023-06-12 23:51:11 -07:00
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probe all rgbaui (0x7fff, 0xffffffff, 0, 0)
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2023-12-12 19:49:40 -08:00
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uniform 0 uint4 0 0 0 0
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uniform 4 uint 0
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draw quad
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probe all rgbaui (1, 2, 0, 0)
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