tests/hlsl: Test sampling with minimum precision floating-point numbers.

This commit is contained in:
Giovanni Mascellani
2025-05-20 18:02:28 +02:00
committed by Henri Verbeet
parent 847c008b49
commit 752b13b111
Notes: Henri Verbeet 2025-06-02 21:01:51 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1525

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@@ -165,14 +165,30 @@ if(sm<4) probe (0, 0) rgba(243, 243, 243, 111)
if(sm>=4) probe (0, 0) rgba(234, 234, 234, 111) if(sm>=4) probe (0, 0) rgba(234, 234, 234, 111)
[require] [require]
shader model >= 6.2 shader model >= 4.0
native-16-bit
[srv 0] [srv 0]
size (2d, 2, 2) size (2d, 2, 2)
0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
0.0 0.0 0.0 0.0 2621.0 0.0 -2621.0 0.0 0.0 0.0 0.0 0.0 2621.0 0.0 -2621.0 0.0
[pixel shader]
sampler s;
Texture2D<min16float4> t;
float4 main() : sv_target
{
return t.Sample(s, float2(0.5, 0.5));
}
[test]
todo(msl) draw quad
probe (0, 0) rgba(655.0, 0, -655.0, 0) 4096
[require]
shader model >= 6.2
native-16-bit
[pixel shader] [pixel shader]
sampler s; sampler s;
Texture2D<half4> t; Texture2D<half4> t;