vkd3d/tests/hlsl/cast-to-int.shader_test

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[pixel shader]
uniform float3 f;
float4 main() : sv_target
{
int3 r = f;
return float4(r, 0);
}
[test]
uniform 0 float4 10.3 11.5 12.8 13.1
todo(glsl) draw quad
probe (0, 0) rgba (10, 11, 12, 0)
[pixel shader todo(sm<4)]
uniform float f;
uniform uint u;
uniform bool b;
uniform float h;
float4 main() : sv_target
{
float4 ret;
ret.x = ((float)(int)f) - 1.5;
ret.y = ((float)(int)u) + 2.5;
ret.z = ((float)(int)b) / 2;
ret.w = ((float)(int)(half)h) + 3.5;
return ret;
}
[test]
if(sm<4) uniform 0 float 2.6
if(sm<4) uniform 4 float -2
if(sm<4) uniform 8 float 1.0
if(sm<4) uniform 12 float -3.6
if(sm>=4) uniform 0 float 2.6
if(sm>=4) uniform 1 int -2
if(sm>=4) uniform 2 int -2
if(sm>=4) uniform 3 float -3.6
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader]
float4 main() : sv_target
{
float f = 2.6;
uint u = 0xfffffffe;
bool b = true;
half h = -3.6;
float4 ret;
ret.x = ((float)(int)f) - 1.5;
ret.y = ((float)(int)u) + 2.5;
ret.z = ((float)(int)b) / 2;
ret.w = ((float)(int)h) + 3.5;
return ret;
}
[test]
draw quad
if(sm<4) todo probe (0,0) rgba (0.5, 4.2949673e+009, 0.5, 0.5)
if(sm>=4) probe (0,0) rgba (0.5, 0.5, 0.5, 0.5)