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vkd3d-shader/hlsl: Implement the asint() intrinsic.
This commit is contained in:
committed by
Henri Verbeet
parent
91dce79227
commit
a0de05f0b4
Notes:
Henri Verbeet
2024-07-24 16:16:07 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/953
60
tests/hlsl/asint.shader_test
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60
tests/hlsl/asint.shader_test
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@@ -0,0 +1,60 @@
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[require]
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shader model >= 4.0
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[pixel shader]
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uniform float f;
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uniform int i;
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uniform uint u;
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uniform float h;
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float4 main() : sv_target
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{
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uint4 ret;
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ret.x = asint(f);
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ret.y = asint(i);
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ret.z = asint(u);
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ret.w = asint((half)h);
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return ret;
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}
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[test]
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uniform 0 int4 123 0xc00000 456 0x7fd69345
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todo(glsl) draw quad
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probe (320,240) rgba (123.0, 12582912.0, 456.0, 2144768896.0)
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[pixel shader]
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uniform float2x2 m;
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uniform float4 v;
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float4 main() : sv_target
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{
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return float4(asint(m)[0][1], asint(v).y, 0, 0);
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}
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[test]
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uniform 0 int4 11 12 0 0
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uniform 4 int4 13 14 0 0
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uniform 8 int4 20 21 22 23
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todo(glsl) draw quad
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probe (320,240) rgba (13.0, 21.0, 0.0, 0.0)
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[pixel shader fail]
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float4 main() : sv_target
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{
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bool b = true;
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return asint(b);
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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double d = 1.0;
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return asint(d);
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}
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