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

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% On SM1, uints can only be used with known-positive values.
[require]
shader model >= 4.0
[pixel shader]
uniform float f;
uniform int i;
uniform bool b;
uniform float h;
float4 main() : sv_target
{
float4 ret;
ret.x = ((float)(uint)f) - 1.5;
ret.y = ((float)(uint)i) - 1.5;
ret.z = ((float)(uint)b) / 2;
ret.w = ((float)(uint)(half)h) + 0.5;
return ret;
}
[test]
uniform 0 float 2.6
uniform 1 int 2
uniform 2 int -2
uniform 3 float -3.6
todo(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;
int i = 2;
bool b = true;
half h = -3.6;
float4 ret;
ret.x = ((float)(uint)f) - 1.5;
ret.y = ((float)(uint)i) - 1.5;
ret.z = ((float)(uint)b) / 2;
ret.w = ((float)(uint)h) + 0.5;
return ret;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)