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tests: Avoid using non-float uniforms where possible.
SM1 encodes these differently. Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1,7 +1,7 @@
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% Use a uniform to prevent the compiler from optimizing.
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[pixel shader]
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uniform int i;
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uniform float i;
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float4 main() : SV_TARGET
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{
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float4 color = float4(0.5, 0.4, 0.3, 0.2);
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@ -11,6 +11,6 @@ float4 main() : SV_TARGET
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}
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[test]
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uniform 0 uint 2
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uniform 0 float 2
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draw quad
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probe all rgba (0.5, 0.3, 0.8, 0.2)
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@ -28,12 +28,13 @@ probe all rgba (-7.0, 8.0, 0.0, 3.0) 4
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[pixel shader]
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float4 main(uniform int4 u) : sv_target
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float4 main(uniform float4 u) : sv_target
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{
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return round(u);
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int4 i = u;
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return round(i);
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}
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[test]
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uniform 0 int4 -1 0 2 10
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uniform 0 float4 -1 0 2 10
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draw quad
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probe all rgba (-1.0, 0.0, 2.0, 10.0) 4
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@ -10,12 +10,13 @@ draw quad
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probe all rgba (0.7, 0.0, 1.0, 0.0)
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[pixel shader]
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float4 main(uniform int4 u) : sv_target
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float4 main(uniform float4 u) : sv_target
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{
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return saturate(u);
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int4 i = u;
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return saturate(i);
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}
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[test]
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uniform 0 int4 -2 0 2 -1
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uniform 0 float4 -2 0 2 -1
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draw quad
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probe all rgba (0.0, 0.0, 1.0, 0.0)
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