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tests/hlsl: Test sampling with minimum precision floating-point numbers.
This commit is contained in:
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
@@ -165,14 +165,30 @@ if(sm<4) probe (0, 0) rgba(243, 243, 243, 111)
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if(sm>=4) probe (0, 0) rgba(234, 234, 234, 111)
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[require]
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shader model >= 6.2
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native-16-bit
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shader model >= 4.0
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[srv 0]
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size (2d, 2, 2)
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0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
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0.0 0.0 0.0 0.0 2621.0 0.0 -2621.0 0.0
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[pixel shader]
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sampler s;
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Texture2D<min16float4> t;
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float4 main() : sv_target
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{
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return t.Sample(s, float2(0.5, 0.5));
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}
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[test]
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todo(msl) draw quad
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probe (0, 0) rgba(655.0, 0, -655.0, 0) 4096
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[require]
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shader model >= 6.2
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native-16-bit
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[pixel shader]
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sampler s;
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Texture2D<half4> t;
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