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>
This commit is contained in:
Zebediah Figura 2022-03-07 19:55:43 -06:00 committed by Alexandre Julliard
parent efd9e9e990
commit 1f4056125d
3 changed files with 10 additions and 8 deletions

View File

@ -1,7 +1,7 @@
% Use a uniform to prevent the compiler from optimizing.
[pixel shader]
uniform int i;
uniform float i;
float4 main() : SV_TARGET
{
float4 color = float4(0.5, 0.4, 0.3, 0.2);
@ -11,6 +11,6 @@ float4 main() : SV_TARGET
}
[test]
uniform 0 uint 2
uniform 0 float 2
draw quad
probe all rgba (0.5, 0.3, 0.8, 0.2)

View File

@ -28,12 +28,13 @@ probe all rgba (-7.0, 8.0, 0.0, 3.0) 4
[pixel shader]
float4 main(uniform int4 u) : sv_target
float4 main(uniform float4 u) : sv_target
{
return round(u);
int4 i = u;
return round(i);
}
[test]
uniform 0 int4 -1 0 2 10
uniform 0 float4 -1 0 2 10
draw quad
probe all rgba (-1.0, 0.0, 2.0, 10.0) 4

View File

@ -10,12 +10,13 @@ draw quad
probe all rgba (0.7, 0.0, 1.0, 0.0)
[pixel shader]
float4 main(uniform int4 u) : sv_target
float4 main(uniform float4 u) : sv_target
{
return saturate(u);
int4 i = u;
return saturate(i);
}
[test]
uniform 0 int4 -2 0 2 -1
uniform 0 float4 -2 0 2 -1
draw quad
probe all rgba (0.0, 0.0, 1.0, 0.0)