diff --git a/tests/hlsl/discard.shader_test b/tests/hlsl/discard.shader_test index cf53bf48..69272b58 100644 --- a/tests/hlsl/discard.shader_test +++ b/tests/hlsl/discard.shader_test @@ -19,12 +19,6 @@ probe all rgba (1, 2, 3, 4) [require] shader model >= 5.0 -[uav 0] -format r32 float -size (2d, 2, 1) - -0.0 0.0 - [uav 1] format r32 float size (2d, 2, 1) @@ -34,7 +28,7 @@ size (2d, 2, 1) % Check that side effects stop happening after discard [pixel shader] uniform float4 x; -RWTexture2D y; +RWTexture2D y : register(u1); float4 main(float4 pos : sv_position) : sv_target { @@ -51,14 +45,10 @@ float4 main(float4 pos : sv_position) : sv_target uniform 0 float4 1 2 3 4 todo(glsl) draw quad probe all rgba (1, 2, 3, 4) -if(sm<6) probe uav 1 (0, 0) r (1.0) -if(sm<6) probe uav 1 (1, 0) r (1.0) -if(sm>=6) probe uav 0 (0, 0) r (1.0) -if(sm>=6) probe uav 0 (1, 0) r (1.0) +probe uav 1 (0, 0) r (1.0) +probe uav 1 (1, 0) r (1.0) uniform 0 float4 9 8 7 6 todo(glsl) draw quad probe all rgba (1, 2, 3, 4) -if(sm<6) probe uav 1 (0, 0) r (2.0) -if(sm<6) probe uav 1 (1, 0) r (1.0) -if(sm>=6) probe uav 0 (0, 0) r (2.0) -if(sm>=6) probe uav 0 (1, 0) r (1.0) +probe uav 1 (0, 0) r (2.0) +probe uav 1 (1, 0) r (1.0)