tests/hlsl: Add SM6 behaviour in sm1-const-folding.shader_test.

Which fortunately looks saner than previous shader models.
This commit is contained in:
Giovanni Mascellani
2025-10-17 10:49:42 +02:00
committed by Henri Verbeet
parent f72307fc9f
commit ca81ffe088
Notes: Henri Verbeet 2025-10-27 19:10:33 +01:00
Approved-by: Francisco Casas (@fcasas)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1799

View File

@@ -97,7 +97,8 @@ float4 main() : SV_TARGET
[test]
draw quad
todo probe (0,0) rgba (2.14748365e+009, 0.0, 0.0, 0.0)
if(sm<6) todo probe (0,0) f32(2.14748365e+009, 0.0, 0.0, 0.0)
if(sm>=6) probe (0,0) f32(1705032700.0, 0.0, 0.0, 0.0)
% Again, no idea of what's happening here
[pixel shader]
@@ -109,7 +110,8 @@ float4 main() : SV_TARGET
[test]
draw quad
todo probe (0,0) rgba (-2.14748365e+009, 0.0, 0.0, 0.0)
if(sm<6) todo probe (0,0) f32(-2.14748365e+009, 0.0, 0.0, 0.0)
if(sm>=6) probe (0,0) f32(1705032700.0, 0.0, 0.0, 0.0)
% This makes sense
[pixel shader]
@@ -131,7 +133,8 @@ float4 main() : SV_TARGET
[test]
draw quad
todo probe (0,0) rgba (-2.14748365e+009, 0.0, 0.0, 0.0)
if(sm<6) todo probe (0,0) f32(-2.14748365e+009, 0.0, 0.0, 0.0)
if(sm>=6) probe (0,0) f32(6e9, 0.0, 0.0, 0.0)
% Explicit float literals use float semantics, at least
[pixel shader]