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tests/hlsl: Add SM6 behaviour in sm1-const-folding.shader_test.
Which fortunately looks saner than previous shader models.
This commit is contained in:
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
@@ -97,7 +97,8 @@ float4 main() : SV_TARGET
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[test]
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draw quad
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todo probe (0,0) rgba (2.14748365e+009, 0.0, 0.0, 0.0)
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if(sm<6) todo probe (0,0) f32(2.14748365e+009, 0.0, 0.0, 0.0)
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if(sm>=6) probe (0,0) f32(1705032700.0, 0.0, 0.0, 0.0)
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% Again, no idea of what's happening here
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[pixel shader]
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@@ -109,7 +110,8 @@ float4 main() : SV_TARGET
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[test]
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draw quad
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todo probe (0,0) rgba (-2.14748365e+009, 0.0, 0.0, 0.0)
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if(sm<6) todo probe (0,0) f32(-2.14748365e+009, 0.0, 0.0, 0.0)
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if(sm>=6) probe (0,0) f32(1705032700.0, 0.0, 0.0, 0.0)
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% This makes sense
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[pixel shader]
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@@ -131,7 +133,8 @@ float4 main() : SV_TARGET
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[test]
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draw quad
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todo probe (0,0) rgba (-2.14748365e+009, 0.0, 0.0, 0.0)
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if(sm<6) todo probe (0,0) f32(-2.14748365e+009, 0.0, 0.0, 0.0)
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if(sm>=6) probe (0,0) f32(6e9, 0.0, 0.0, 0.0)
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% Explicit float literals use float semantics, at least
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[pixel shader]
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