tests: Stop probing all pixels when drawing a uniform colour.

This is simply unnecessary and wastes time.

As part of this, simply remove the "all" directive. Only for a couple of tests
is it even potentially interesting to validate all pixels (e.g.
nointerpolation.shader_test), and for those "all" is replaced with an explicit
(0, 0, 640, 480) rect.

In all other cases we just probe (0, 0).
This commit is contained in:
Elizabeth Figura 2024-02-10 13:16:22 -06:00 committed by Henri Verbeet
parent 021eb28584
commit d3ba810c98
Notes: Henri Verbeet 2024-06-14 00:05:14 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/908
163 changed files with 1003 additions and 1007 deletions

View File

@ -9,7 +9,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.1 0.7 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.1, 0.7, 0.4, 0.4)
probe (0, 0) rgba (0.1, 0.7, 0.4, 0.4)
uniform 0 float4 -0.7 0.1 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.7, 0.1, 1.2, 0.4)
probe (0, 0) rgba (0.7, 0.1, 1.2, 0.4)

View File

@ -12,17 +12,17 @@ float4 main() : sv_target
[test]
uniform 0 float4 -1.1 1.6 1.3 0.5
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[test]
uniform 0 float4 0.0 1.6 1.3 0.5
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[test]
uniform 0 float4 1.0 0.0 1.3 0.5
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
uniform float f;
@ -35,12 +35,12 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
uniform float2x2 f;
@ -54,10 +54,10 @@ float4 main() : sv_target
uniform 0 float4 1.0 2.0 0.0 0.0
uniform 4 float4 3.0 4.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[test]
uniform 0 float4 1.0 2.0 0.0 0.0
uniform 4 float4 0.0 4.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)

View File

@ -9,7 +9,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 30.0 150.0 180.0
todo(glsl) draw quad
probe all rgba (0.0, 0.52359877, 2.61799387, 3.14159265)
probe (0, 0) rgba (0.0, 0.52359877, 2.61799387, 3.14159265)
[pixel shader]
@ -23,4 +23,4 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449
todo(glsl) draw quad
probe all rgba (0.0, 45.0, 90.0, 135.0)
probe (0, 0) rgba (0.0, 45.0, 90.0, 135.0)

View File

@ -9,25 +9,25 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 1.0 1.0 1.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 1.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 0.0 1.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 0.0 0.0 1.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
uniform 0 float4 -1.0 -1.0 -1.0 -1.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
uniform float f;
@ -40,13 +40,13 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
uniform 0 float4 -1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
@ -61,27 +61,27 @@ float4 main() : sv_target
if(sm<4) uniform 0 float4 1 1 1 1
if(sm>=4) uniform 0 uint4 1 1 1 1
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 1 0 0
if(sm>=4) uniform 0 uint4 0 1 0 0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 1 0
if(sm>=4) uniform 0 uint4 0 0 1 0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 0 1
if(sm>=4) uniform 0 uint4 0 0 0 1
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
uniform uint b;
@ -95,8 +95,8 @@ float4 main() : sv_target
if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)

View File

@ -11,7 +11,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 15.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (20.0, -10.0, 75.0, 0.33333333) 1
probe (0, 0) rgba (20.0, -10.0, 75.0, 0.33333333) 1
[pixel shader]
uniform float2 a;
@ -26,7 +26,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 15.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (5.0, 5.0, -5.0, 3.0) 1
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0) 1
[pixel shader]
uniform float2 a;
@ -41,7 +41,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (2.0, -2.0, 2.0, -2.0) 16
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16
[pixel shader]
uniform float2 a;
@ -56,7 +56,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 x, y;
@ -70,7 +70,7 @@ float4 main() : sv_target
uniform 0 float4 5.0 -42.1 4.0 45.0
uniform 4 float4 15.0 -5.0 4.1 5.0
todo(glsl) draw quad
probe all rgba (5.0, -2.1, 4.0, 0.0) 6
probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6
[require]
% Infinities are not allowed in SM1
@ -89,7 +89,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1e99, 1e99, 1e99, 1e99)
probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99)
[pixel shader todo]
uniform float4 a, b, c;
@ -104,7 +104,7 @@ uniform 0 float4 1.00000007 -42.1 4.0 45.0
uniform 4 float4 1.625 -5.0 4.125 5.0
uniform 8 float4 1.00000007 -1.0 0.5 -0.5
todo(sm<6) draw quad
probe all rgba (2.62500024, 209.5, 17.0, 224.5) 1
probe (0, 0) rgba (2.62500024, 209.5, 17.0, 224.5) 1
% precise mad() is not allowed to fuse, even though unfused is less precise.
[pixel shader todo]
@ -121,7 +121,7 @@ uniform 0 float4 1.00000007 -42.1 4.0 45.0
uniform 4 float4 1.625 -5.0 4.125 5.0
uniform 8 float4 1.00000007 -1.0 0.5 -0.5
todo(sm<6) draw quad
probe all rgba (2.62500048, 209.5, 17.0, 224.5)
probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5)
[require]
shader model >= 5.0
@ -140,7 +140,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 double2 7.5 -2.5
todo(sm<6) draw quad
probe all rgba (5.0, 10.0, -18.75, -3.0)
probe (0, 0) rgba (5.0, 10.0, -18.75, -3.0)
[pixel shader todo]
uniform double2 a;
@ -155,7 +155,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 double2 3.0e-300 2.5e300
todo(sm<6) draw quad
probe all rgba (7.5, 7.5, 7.5, 7.5)
probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5)
% Note: DXC does not support modulo on doubles.
[pixel shader todo]
@ -171,7 +171,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 double2 1.5e300 2.0e299
todo(sm<6) draw quad
probe all rgba (7.5, 7.5, 7.5, 7.5)
probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5)
[pixel shader todo]
uniform double2 a, b, c;
@ -186,7 +186,7 @@ uniform 0 double2 1.00000007 -42.1
uniform 4 double2 1.625 -5.0
uniform 8 double2 1.00000007 -1.0
todo(sm<6) draw quad
probe all rgba (2.62500024, 209.5, 0.0, 0.0)
probe (0, 0) rgba (2.62500024, 209.5, 0.0, 0.0)
% Test result when instructions might be removed because they are identities such as (+0) or (*1).
@ -204,4 +204,4 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.2 0.3 9.1 3.2
todo(glsl) draw quad
probe all rgba (0.4, 0.6, 18.2, 6.4)
probe (0, 0) rgba (0.4, 0.6, 18.2, 6.4)

View File

@ -9,7 +9,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (20.0, -10.0, 75.0, 0.33333333)
probe (0, 0) rgba (20.0, -10.0, 75.0, 0.33333333)
[pixel shader]
float4 main() : SV_TARGET
@ -22,7 +22,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (5.0, 5.0, -5.0, 3.0)
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader]
float4 main() : SV_TARGET
@ -35,7 +35,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (2.0, -2.0, 2.0, -2.0) 16
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16
[pixel shader]
float4 main() : SV_TARGET
@ -48,7 +48,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
@ -61,7 +61,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.0, -2.1, 4.0, 0.0) 6
probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6
[require]
% Infinities are not allowed in SM1
@ -78,4 +78,4 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (1e99, 1e99, 1e99, 1e99)
probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99)

View File

@ -11,7 +11,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 16.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (21.0, -11.0, 80.0, 0.0)
probe (0, 0) rgba (21.0, -11.0, 80.0, 0.0)
[pixel shader todo(sm<4)]
uniform float2 a;
@ -26,7 +26,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 16.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (5.0, 5.0, -5.0, 3.0)
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader todo(sm<4)]
uniform float2 a;
@ -41,7 +41,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (8.0, -8.0, -8.0, 8.0)
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader todo(sm<4)]
uniform float2 a;
@ -56,7 +56,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (2.0, -2.0, 2.0, -2.0)
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
[pixel shader todo(sm<4)]
uniform float2 a;
@ -71,7 +71,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (9.0, -9.0, -9.0, 9.0)
probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
[pixel shader todo(sm<4)]
uniform float2 a;
@ -86,7 +86,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
uniform float4 a;
@ -99,7 +99,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 -7.0 0.0 -10.0
todo(glsl) draw quad
probe all rgba (5.0, 7.0, 0.0, 10.0)
probe (0, 0) rgba (5.0, 7.0, 0.0, 10.0)
[pixel shader todo(sm<4)]
uniform float4 a;
@ -118,7 +118,7 @@ float4 main() : sv_target
uniform 0 float4 45.0 5.0 50.0 10.0
uniform 4 float4 3.0 8.0 2.0 5.0
todo(sm<4 | glsl) draw quad
probe all rgba (9.0, 5.0, 1.0, 3.0)
probe (0, 0) rgba (9.0, 5.0, 1.0, 3.0)
[require]
shader model >= 6.0
@ -137,7 +137,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 5000000000 16000000000
draw quad
probe all rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
probe (0, 0) rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
[pixel shader]
uniform int64_t2 a;
@ -152,7 +152,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 5000000000 16000000000
draw quad
probe all rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
probe (0, 0) rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
[pixel shader]
uniform int64_t2 a;
@ -167,7 +167,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 42000000000 5000000000
draw quad
probe all rgba (8.0, -8.0, -8.0, 8.0)
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader]
uniform int64_t2 a;
@ -182,7 +182,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 42000000000 5000000000
draw quad
probe all rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
probe (0, 0) rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
[pixel shader]
uniform int64_t2 a;
@ -195,4 +195,4 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 5000000000 -7000000000
draw quad
probe all rgba (5.0e9, 7.0e9, 0.0, 0.0)
probe (0, 0) rgba (5.0e9, 7.0e9, 0.0, 0.0)

View File

@ -9,7 +9,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (20.0, -10.0, 75.0, 0.0)
probe (0, 0) rgba (20.0, -10.0, 75.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
@ -22,7 +22,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (5.0, 5.0, -5.0, 3.0)
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader]
float4 main() : SV_TARGET
@ -35,7 +35,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (8.0, -8.0, -8.0, 8.0)
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader]
float4 main() : SV_TARGET
@ -48,7 +48,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (2.0, -2.0, 2.0, -2.0)
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
[pixel shader]
float4 main() : SV_TARGET
@ -61,7 +61,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (9.0, -9.0, -9.0, 9.0)
probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
[pixel shader]
float4 main() : SV_TARGET
@ -74,7 +74,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
// On SM1 this gives hr 0x88760b59.
@ -88,7 +88,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
// On SM1 this gives hr 0x88760b59.
@ -102,7 +102,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[require]
@ -119,8 +119,8 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
if(sm<6) probe all rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
if(sm>=6) probe all rgba (0.0, 0.0, 0.0, 0.0)
if(sm<6) probe (0,0) rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
if(sm>=6) probe (0,0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
@ -135,4 +135,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 1.0, 3.0)
probe (0, 0) rgba (2.0, 3.0, 1.0, 3.0)

View File

@ -12,7 +12,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (20.0, 4294967296.0, 75.0, 0.0)
probe (0, 0) rgba (20.0, 4294967296.0, 75.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
@ -25,7 +25,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (5.0, 5.0, 4294967296.0, 3.0)
probe (0, 0) rgba (5.0, 5.0, 4294967296.0, 3.0)
[pixel shader fail(sm<6)]
float4 main() : SV_TARGET
@ -38,7 +38,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
float4 main() : SV_TARGET
@ -51,4 +51,4 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)

View File

@ -19,4 +19,4 @@ float4 main() : sv_target
[test]
todo(sm<6) draw quad
probe all rgba (0.1, 0.1, 0.2, 0.4)
probe (0, 0) rgba (0.1, 0.1, 0.2, 0.4)

View File

@ -13,7 +13,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (25.0, 25.0, 25.0, 25.0)
probe (0, 0) rgba (25.0, 25.0, 25.0, 25.0)
[pixel shader fail]
@ -79,7 +79,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (15.0, 26.0, 37.0, 48.0)
probe (0, 0) rgba (15.0, 26.0, 37.0, 48.0)
[pixel shader fail]
@ -154,7 +154,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (136.0, 136.0, 136.0, 136.0)
probe (0, 0) rgba (136.0, 136.0, 136.0, 136.0)
[pixel shader]
@ -172,4 +172,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (702.0, 702.0, 702.0, 702.0)
probe (0, 0) rgba (702.0, 702.0, 702.0, 702.0)

View File

@ -15,7 +15,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (21, 22, 23, 24)
probe (0, 0) rgba (21, 22, 23, 24)
[pixel shader]
@ -37,7 +37,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (61, 62, 63, 64)
probe (0, 0) rgba (61, 62, 63, 64)
[pixel shader]
static const int size = 8;
@ -50,7 +50,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2, 3, 6, 1)
probe (0, 0) rgba (2, 3, 6, 1)
% Additional level of indirection
[pixel shader fail(sm>=6)]
@ -65,7 +65,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2, 3, 6, 1)
probe (0, 0) rgba (2, 3, 6, 1)
[pixel shader fail(sm>=6)]
@ -89,4 +89,4 @@ uniform 8 float 0.0
uniform 12 float 0.0
uniform 16 float 42.0
todo(glsl) draw quad
probe all rgba (42, 42, 42, 42)
probe (0, 0) rgba (42, 42, 42, 42)

View File

@ -12,7 +12,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 163840.0, 480.0)
probe (0, 0) rgba (0.0, 0.0, 163840.0, 480.0)
[pixel shader]
float4 main() : sv_target
@ -27,7 +27,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (-2147483648.0, 4.0, 2147483650.0, 4.0)
probe (0, 0) rgba (-2147483648.0, 4.0, 2147483650.0, 4.0)
[pixel shader]
float4 main() : sv_target
@ -42,7 +42,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.0, 536870912.0, 1.0, 1073741824.0)
probe (0, 0) rgba (0.0, 536870912.0, 1.0, 1073741824.0)
[pixel shader]
float4 main() : SV_TARGET
@ -55,7 +55,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (5.0, 15.0, 10.0, -6.0)
probe (0, 0) rgba (5.0, 15.0, 10.0, -6.0)
[pixel shader]
float4 main() : SV_TARGET
@ -68,7 +68,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -81,7 +81,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -94,7 +94,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 0.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
@ -114,7 +114,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 0.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
@ -127,7 +127,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 163840.0, 480.0)
probe (0, 0) rgba (0.0, 0.0, 163840.0, 480.0)
[pixel shader]
float4 main() : SV_TARGET
@ -140,7 +140,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (5.0, 15.0, 10.0, 4294967296.0)
probe (0, 0) rgba (5.0, 15.0, 10.0, 4294967296.0)
[pixel shader]
float4 main() : SV_TARGET
@ -153,7 +153,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -166,7 +166,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -179,7 +179,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 0.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 0.0)
[pixel shader todo]
uint u;
@ -193,13 +193,13 @@ uint4 main() : sv_target
[test]
uniform 0 uint4 0 0 0 0
todo(sm<6) draw quad
probe all rgbaui (0, 0xffffffff, 0xffffffff, 0xffffffff)
probe (0, 0) rgbaui (0, 0xffffffff, 0xffffffff, 0xffffffff)
uniform 0 uint4 0xffffffff 0xffffffff 0 0
todo(sm<6) draw quad
probe all rgbaui (32, 0, 31, 0xffffffff)
probe (0, 0) rgbaui (32, 0, 31, 0xffffffff)
uniform 0 uint4 0xcccccccc 0xcccccccc 0 0
todo(sm<6) draw quad
probe all rgbaui (16, 2, 31, 29)
probe (0, 0) rgbaui (16, 2, 31, 29)
[require]
shader model >= 6.0
@ -223,11 +223,11 @@ float4 main() : sv_target
uniform 0 int64_t2 9223372036854775807 -1
uniform 4 int4 34 66 0 0
draw quad
probe all rgba (0.0, 4.611686018e18, 536870912.0, 2.305843009e18) 1
probe (0, 0) rgba (0.0, 4.611686018e18, 536870912.0, 2.305843009e18) 1
uniform 0 int64_t2 -1 -1
uniform 4 int4 34 66 0 0
draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0) 1
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0) 1
[pixel shader]
uint64_t2 a;
@ -247,7 +247,7 @@ float4 main() : sv_target
uniform 0 uint64_t2 0xffffffffffffffff 1
uniform 4 uint4 34 66 0 0
draw quad
probe all rgba (9.223372036e18, 1.0, 1073741823.0, 4.611686018e18) 1
probe (0, 0) rgba (9.223372036e18, 1.0, 1073741823.0, 4.611686018e18) 1
[pixel shader]
uint64_t2 a;
@ -267,7 +267,7 @@ float4 main() : sv_target
uniform 0 uint64_t2 0x83 1
uniform 4 uint4 34 66 0 0
draw quad
probe all rgba (262.0, 9.223372036e18, 2250562863104.0, 524.0) 1
probe (0, 0) rgba (262.0, 9.223372036e18, 2250562863104.0, 524.0) 1
[pixel shader]
uint64_t2 a;
@ -283,7 +283,7 @@ float4 main() : sv_target
[test]
uniform 0 uint64_t2 0x300000000 0x500000000
draw quad
probe all rgba (25769803776.0, 4294967296.0, 30064771072.0, 1.844674404e19) 1
probe (0, 0) rgba (25769803776.0, 4294967296.0, 30064771072.0, 1.844674404e19) 1
[pixel shader]
uint64_t u;
@ -297,10 +297,10 @@ uint4 main() : sv_target
[test]
uniform 0 uint64_t2 0 0
todo draw quad
probe all rgbaui (0, 0xffffffff, 0xffffffff, 0xffffffff)
probe (0, 0) rgbaui (0, 0xffffffff, 0xffffffff, 0xffffffff)
uniform 0 int64_t2 -1 -1
todo draw quad
probe all rgbaui (64, 0, 63, 0xffffffff)
probe (0, 0) rgbaui (64, 0, 63, 0xffffffff)
uniform 0 uint64_t2 0xcccccccccccccccc 0xcccccccccccccccc
todo draw quad
probe all rgbaui (32, 2, 63, 61)
probe (0, 0) rgbaui (32, 2, 63, 61)

View File

@ -11,7 +11,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 1.0, 1.0)
probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)
[pixel shader todo(sm<4)]
@ -28,7 +28,7 @@ uniform 0 float4 0.0 0.0 2.0 4.0
if(sm<4) uniform 4 float4 0 1 0 10
if(sm>=4) uniform 4 int4 0 1 0 10
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 10.0, 1.0, 11.0)
probe (0, 0) rgba (0.0, 10.0, 1.0, 11.0)
[pixel shader todo(sm<4)]
@ -43,4 +43,4 @@ float4 main() : sv_target
if(sm<4) uniform 0 float4 1.0 1.0 1.0 0.0
if(sm>=4) uniform 0 uint4 0x00000001 0x00000002 0x80000000 0x00000000
todo(sm<4 | glsl) draw quad
probe all rgba (2.0, 2.0, 2.0, 0.0)
probe (0, 0) rgba (2.0, 2.0, 2.0, 0.0)

View File

@ -50,4 +50,4 @@ float4 main(struct input i) : sv_target
[test]
todo(glsl) draw triangle strip 4
probe all rgba (0.0, 2.0, 2.0, 2.0)
probe (0, 0, 640, 480) rgba (0.0, 2.0, 2.0, 2.0)

View File

@ -34,7 +34,7 @@ float4 main(float4 pos : sv_position) : sv_target
[test]
todo(sm<6) draw quad
probe all rgba (2.0, 1.0, 0.0, 14.0)
probe (0, 0, 640, 480) rgba (2.0, 1.0, 0.0, 14.0)
[pixel shader todo]
@ -51,7 +51,7 @@ float4 main(float4 pos : sv_position) : sv_target
[test]
todo(sm<6) draw quad
probe all rgba (2.0, 2.0, 0.0, 0.0)
probe (0, 0, 640, 480) rgba (2.0, 2.0, 0.0, 0.0)
[pixel shader todo]
@ -68,7 +68,7 @@ float4 main(float4 pos : sv_position) : sv_target
[test]
todo(sm<6) draw quad
probe all rgba (2.0, 1.0, 0.0, 14.0)
probe (0, 0, 640, 480) rgba (2.0, 1.0, 0.0, 14.0)
[pixel shader todo]
@ -85,4 +85,4 @@ float4 main(float4 pos : sv_position) : sv_target
[test]
todo(sm<6) draw quad
probe all rgba (45.0, 50.0, -14.0, -47.0)
probe (0, 0, 640, 480) rgba (45.0, 50.0, -14.0, -47.0)

View File

@ -16,7 +16,7 @@ float4 main() : sv_target
uniform 0 double2 -4.5 8.5
uniform 4 float4 -2.25 4.25 0.0 0.0
todo(sm<6) draw quad
probe all rgba (-4.5, 8.5, 2.0, 2.0)
probe (0, 0) rgba (-4.5, 8.5, 2.0, 2.0)
[pixel shader todo]
@ -33,7 +33,7 @@ uint4 main() : sv_target
[test]
uniform 0 double2 -4.5 8.500003814697266
todo(sm<6) draw quad
probe all rgbaui (0, 0xc0120000, 0x80000000, 0x40210000)
probe (0, 0) rgbaui (0, 0xc0120000, 0x80000000, 0x40210000)
[pixel shader todo]
@ -49,7 +49,7 @@ float4 main() : sv_target
[test]
uniform 0 uint4 0xc000000 0x40020000 0x80000000 0xc04be000
todo(sm<6) draw quad
probe all rgba (2.25, -55.75001526, 0.0, 0.0) 1
probe (0, 0) rgba (2.25, -55.75001526, 0.0, 0.0) 1
[pixel shader todo]
@ -64,7 +64,7 @@ float4 main() : sv_target
[test]
uniform 0 uint4 0x80000000 0xc04be000 0 0
todo(sm<6) draw quad
probe all rgba (-55.75001526, 0.0, 0.0, 0.0) 1
probe (0, 0) rgba (-55.75001526, 0.0, 0.0, 0.0) 1
[require]
@ -86,7 +86,7 @@ float4 main() : sv_target
uniform 0 uint64_t2 0x500000001 0x100000002
uniform 4 uint4 10 4 0 0
draw quad
probe all rgba (1.0, 2.0, 2147483648.0, 1073741824.0)
probe (0, 0) rgba (1.0, 2.0, 2147483648.0, 1073741824.0)
[pixel shader]
@ -104,4 +104,4 @@ float4 main() : sv_target
uniform 0 int64_t2 -21474836481 0x100000002
uniform 4 int4 -20 8 0 0
draw quad
probe all rgba (-1.0, 2.0, 1073741824.0, 536870912.0)
probe (0, 0) rgba (-1.0, 2.0, 1073741824.0, 536870912.0)

View File

@ -20,7 +20,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (84.0, 84.0, 84.0, 84.0)
probe (0, 0) rgba (84.0, 84.0, 84.0, 84.0)
[pixel shader fail]
@ -95,4 +95,4 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (33.0, 33.0, 33.0, 33.0)
probe (0, 0) rgba (33.0, 33.0, 33.0, 33.0)

View File

@ -17,7 +17,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 1.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 1.0)
[pixel shader]
@ -40,7 +40,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
[pixel shader]
@ -56,7 +56,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
@ -87,7 +87,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (7.0, 7.0, 7.0, 7.0)
probe (0, 0) rgba (7.0, 7.0, 7.0, 7.0)
[pixel shader]
@ -120,7 +120,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (3.0, 3.0, 3.0, 3.0)
probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
[pixel shader fail]
@ -160,7 +160,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (10.0, 20.0, 30.0, 30.0)
probe (0, 0) rgba (10.0, 20.0, 30.0, 30.0)
[pixel shader]
@ -182,7 +182,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (10.0, 10.0, 11.4, 12.4)
probe (0, 0) rgba (10.0, 10.0, 11.4, 12.4)
[pixel shader]
@ -198,7 +198,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (11.0, 12.0, 13.0, 14.0)
probe (0, 0) rgba (11.0, 12.0, 13.0, 14.0)
[pixel shader]
@ -221,7 +221,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (21.0, 22.0, 23.0, 24.0)
probe (0, 0) rgba (21.0, 22.0, 23.0, 24.0)
[pixel shader]
@ -237,7 +237,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (31.0, 32.0, 33.0, 33.0)
probe (0, 0) rgba (31.0, 32.0, 33.0, 33.0)
[pixel shader]
@ -259,7 +259,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (41.0, 42.0, 43.0, 44.0)
probe (0, 0) rgba (41.0, 42.0, 43.0, 44.0)
[pixel shader fail(sm<6)]
@ -298,7 +298,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (55.0, 56.0, 57.0, 58.0)
probe (0, 0) rgba (55.0, 56.0, 57.0, 58.0)
[pixel shader fail(sm<6)]
@ -330,7 +330,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (61.0, 62.0, 63.0, 64.0)
probe (0, 0) rgba (61.0, 62.0, 63.0, 64.0)
[pixel shader fail(sm<6)]
@ -356,7 +356,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (71.0, 72.0, 73.0, 74.0)
probe (0, 0) rgba (71.0, 72.0, 73.0, 74.0)
[pixel shader fail(sm<6)]
@ -405,7 +405,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (81.0, 82.0, 83.0, 84.0)
probe (0, 0) rgba (81.0, 82.0, 83.0, 84.0)
[pixel shader]
@ -421,7 +421,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (91.0, 92.0, 93.0, 0.0)
probe (0, 0) rgba (91.0, 92.0, 93.0, 0.0)
[pixel shader]
@ -437,7 +437,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (11.0, 12.0, 13.0, 0.0)
probe (0, 0) rgba (11.0, 12.0, 13.0, 0.0)
[pixel shader fail(sm<6)]
@ -478,7 +478,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (21.0, 22.0, 23.0, 24.0)
probe (0, 0) rgba (21.0, 22.0, 23.0, 24.0)
[pixel shader]
@ -500,7 +500,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (31.0, 32.0, 33.0, 0.0)
probe (0, 0) rgba (31.0, 32.0, 33.0, 0.0)
[pixel shader]
@ -522,7 +522,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (41.0, 42.0, 43.0, 0.0)
probe (0, 0) rgba (41.0, 42.0, 43.0, 0.0)
[pixel shader]
@ -538,7 +538,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (51.0, 52.0, 53.0, 0.0)
probe (0, 0) rgba (51.0, 52.0, 53.0, 0.0)
[pixel shader fail(sm<6)]
@ -565,7 +565,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (61.0, 62.0, 63.0, 0.0)
probe (0, 0) rgba (61.0, 62.0, 63.0, 0.0)
[pixel shader]
@ -581,4 +581,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (71.0, 72.0, 73.0, 0.0)
probe (0, 0) rgba (71.0, 72.0, 73.0, 0.0)

View File

@ -51,7 +51,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 1.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 1.0)
[pixel shader fail]
@ -90,7 +90,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
[pixel shader fail(sm>=6)]
@ -121,7 +121,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (4.0, 4.0, 4.0, 4.0)
probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
[pixel shader fail(sm>=6)]
@ -155,7 +155,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.0, 5.0, 5.0, 5.0)
probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
[pixel shader fail(sm>=6)]
@ -200,7 +200,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (71.0, 73.0, 73.0, 74.0)
probe (0, 0) rgba (71.0, 73.0, 73.0, 74.0)
[pixel shader fail]

View File

@ -19,7 +19,7 @@ if(sm>=4) uniform 1 uint 3
if(sm>=4) uniform 2 int -2
if(sm>=4) uniform 3 float 0.5
todo(glsl) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader]
@ -34,4 +34,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)

View File

@ -19,7 +19,7 @@ if(sm>=4) uniform 1 uint 3
if(sm>=4) uniform 2 int -2
if(sm>=4) uniform 3 float 0.5
todo(glsl) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader]
@ -34,4 +34,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)

View File

@ -11,7 +11,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 10.3 11.5 12.8 13.1
todo(glsl) draw quad
probe all rgba (10, 11, 12, 0)
probe (0, 0) rgba (10, 11, 12, 0)
[pixel shader todo(sm<4)]
@ -41,7 +41,7 @@ if(sm>=4) uniform 1 int -2
if(sm>=4) uniform 2 int -2
if(sm>=4) uniform 3 float -3.6
todo(sm<4 | glsl) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader]
@ -62,5 +62,5 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
if(sm<4) todo probe all rgba (0.5, 4.2949673e+009, 0.5, 0.5)
if(sm>=4) probe all rgba (0.5, 0.5, 0.5, 0.5)
if(sm<4) todo probe (0,0) rgba (0.5, 4.2949673e+009, 0.5, 0.5)
if(sm>=4) probe (0,0) rgba (0.5, 0.5, 0.5, 0.5)

View File

@ -26,7 +26,7 @@ uniform 1 int 2
uniform 2 int -2
uniform 3 float -3.6
todo(glsl) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader]
@ -47,4 +47,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)

View File

@ -14,7 +14,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader fail(sm>=6)]
// Annotations
@ -62,7 +62,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader fail(sm>=6)]
// 'single' modifier is usable when there is a variable with the same name
@ -84,7 +84,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
typedef float4 single;
@ -98,7 +98,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader fail]
typedef float4 single;
@ -151,7 +151,7 @@ uniform 4 float4 4.0 5.0 6.0 7.0
uniform 8 float4 8.0 9.0 10.0 11.0
uniform 12 float4 12.0 13.0 14.0 15.0
todo(glsl) draw quad
probe all rgba (0.0, 2.0, 4.0, 8.0)
probe (0, 0) rgba (0.0, 2.0, 4.0, 8.0)
[pixel shader]
@ -172,7 +172,7 @@ uniform 0 float4 0.0 1.0 2.0 3.0
uniform 4 float4 4.0 5.0 6.0 7.0
uniform 8 float4 8.0 9.0 10.0 11.0
todo(glsl) draw quad
probe all rgba (0.0, 4.0, 8.0, 9.0)
probe (0, 0) rgba (0.0, 4.0, 8.0, 9.0)
[pixel shader]
@ -198,7 +198,7 @@ uniform 4 float4 4.0 5.0 6.0 7.0
uniform 8 float4 8.0 9.0 10.0 11.0
uniform 12 float4 12.0 13.0 14.0 15.0
todo(glsl) draw quad
probe all rgba (0.0, 4.0, 5.0, 6.0)
probe (0, 0) rgba (0.0, 4.0, 5.0, 6.0)
[pixel shader fail(sm<6)]
@ -221,7 +221,7 @@ uniform 4 float4 2.0 0.0 0.0 0.0
uniform 8 float4 3.0 0.0 0.0 0.0
uniform 12 float4 4.0 0.0 0.0 0.0
todo(sm<6) draw quad
probe all rgba (1.0, 3.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 3.0, 3.0, 4.0)
[pixel shader]
@ -255,7 +255,7 @@ uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
todo(glsl) draw quad
probe all rgba (509, 610, 711, 812)
probe (0, 0) rgba (509, 610, 711, 812)
[pixel shader]
@ -283,7 +283,7 @@ uniform 4 float4 4.0 5.0 6.0 7.0
uniform 8 float4 8.0 9.0 10.0 11.0
uniform 12 float4 12.0 13.0 14.0 15.0
todo(glsl) draw quad
probe all rgba (12468.0, 13509.0, 14010.0, 15011.0)
probe (0, 0) rgba (12468.0, 13509.0, 14010.0, 15011.0)
[pixel shader]
@ -300,7 +300,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 2.0, 3.0)
probe (0, 0) rgba (2.0, 3.0, 2.0, 3.0)
[pixel shader fail]
@ -405,7 +405,7 @@ uniform 0 float 1.0
uniform 1 float 2.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe all rgba (512.0, 612.0, 712.0, 812.0)
probe (0, 0) rgba (512.0, 612.0, 712.0, 812.0)
[pixel shader fail(sm<6)]
@ -436,7 +436,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe all rgba (3.0, 4.0, 3.0, 4.0)
probe (0, 0) rgba (3.0, 4.0, 3.0, 4.0)
[pixel shader fail]
@ -578,7 +578,7 @@ uniform 0 float4 1.0 0.0 0.0 0.0
uniform 4 float4 0.0 2.0 0.0 0.0
uniform 8 float4 0.0 0.0 3.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 0.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 0.0, 4.0)
% packoffset() cannot be used to specify other types of registers
@ -628,7 +628,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
% Samplers cannot have packoffset(), unless register() is also specified, or they are not used.
@ -776,7 +776,7 @@ float4 main() : sv_target
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader fail(sm<6)]
cbuffer buffer
@ -822,7 +822,7 @@ float4 main() : sv_target
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 0.1 0.2 0.3 0.4
todo(glsl) draw quad
probe all rgba (1.1, 2.2, 3.3, 4.4)
probe (0, 0) rgba (1.1, 2.2, 3.3, 4.4)
[require]
@ -859,7 +859,7 @@ uniform 8 float4 8.0 9.0 10.0 11.0
uniform 12 float4 12.0 13.0 14.0 15.0
uniform 16 float4 16.0 17.0 18.0 19.0
todo(glsl) draw quad
probe all rgba (124.0, 135.0, 146.0, 150.5)
probe (0, 0) rgba (124.0, 135.0, 146.0, 150.5)
[require]
shader model >= 5.1
@ -904,7 +904,7 @@ float4 main() : sv_target
[test]
todo draw quad
probe all rgba (1.1, 1.1, 1.1, 1.1)
probe (0, 0) rgba (1.1, 1.1, 1.1, 1.1)
[pixel shader fail]
struct s

View File

@ -6,7 +6,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.0, 7.0, 8.0, 4.0) 4
probe (0, 0) rgba (0.0, 7.0, 8.0, 4.0) 4
[pixel shader]
uniform float4 u;
@ -19,7 +19,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 -0.5 6.5 7.5 3.4
todo(glsl) draw quad
probe all rgba (0.0, 7.0, 8.0, 4.0) 4
probe (0, 0) rgba (0.0, 7.0, 8.0, 4.0) 4
[pixel shader]
uniform float4 u;
@ -35,7 +35,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 -0.5 6.5 7.5 3.4
todo(glsl) draw quad
probe all rgba (7.0, 8.0, 0.0, 4.0) 4
probe (0, 0) rgba (7.0, 8.0, 0.0, 4.0) 4
[pixel shader]
uniform int4 u;
@ -52,4 +52,4 @@ float4 main() : sv_target
if(sm<4) uniform 0 float4 -1 6 7 3
if(sm>=4) uniform 0 int4 -1 6 7 3
todo(glsl) draw quad
probe all rgba (6.0, 7.0, -1.0, 3.0) 4
probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0) 4

View File

@ -125,7 +125,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 -2.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 -0.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)

View File

@ -9,7 +9,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 -0.3 -0.1 0.7 0.0
todo(glsl) draw quad
probe all rgba (-0.1, 0.7, -0.3, 0.3)
probe (0, 0) rgba (-0.1, 0.7, -0.3, 0.3)
[pixel shader]
@ -25,7 +25,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.5, 5.0, 4.2, 5.2)
probe (0, 0) rgba (5.5, 5.0, 4.2, 5.2)
[pixel shader fail]

View File

@ -49,7 +49,7 @@ float4 main(const in float4 position : SV_Position) : SV_Target
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle strip 4
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vb 1]
0.0
@ -60,7 +60,7 @@ probe all rgba (0.0, 1.0, 0.0, 1.0)
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle strip 4
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vb 1]
-1.0
@ -71,7 +71,7 @@ probe all rgba (0.0, 1.0, 0.0, 1.0)
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle strip 4
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0, 640, 480) rgba (1.0, 1.0, 1.0, 1.0)
[vb 1]
1.0

View File

@ -10,19 +10,19 @@ float4 main() : sv_target
[test]
uniform 0 float4 1 2 3 4
todo(glsl) draw quad
probe all rgba (1, 2, 3, 4)
probe (0, 0) rgba (1, 2, 3, 4)
uniform 0 float4 9 8 7 6
todo(glsl) draw quad
probe all rgba (9, 8, 7, 6)
probe (0, 0) rgba (9, 8, 7, 6)
uniform 0 float4 -1 8 7 6
todo(glsl) draw quad
probe all rgba (9, 8, 7, 6)
probe (0, 0) rgba (9, 8, 7, 6)
uniform 0 float4 9 0 7 6
todo(glsl) draw quad
probe all rgba (9, 0, 7, 6)
probe (0, 0) rgba (9, 0, 7, 6)
uniform 0 float4 3 -8 3 0
todo(glsl) draw quad
probe all rgba (9, 0, 7, 6)
probe (0, 0) rgba (9, 0, 7, 6)
uniform 0 float4 3 3 3 -1
todo(glsl) draw quad
probe all rgba (9, 0, 7, 6)
probe (0, 0) rgba (9, 0, 7, 6)

View File

@ -46,7 +46,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0, 0, 0, 1)
probe (0, 0) rgba (0, 0, 0, 1)
% Textures for new separated samplers are allocated before regular textures.
@ -61,7 +61,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (10, 10, 10, 11)
probe (0, 0) rgba (10, 10, 10, 11)
[pixel shader todo(sm<4)]
@ -75,7 +75,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (21, 21, 21, 11)
probe (0, 0) rgba (21, 21, 21, 11)
[pixel shader]
@ -91,7 +91,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (12, 12, 12, 111)
probe (0, 0) rgba (12, 12, 12, 111)
[pixel shader]
@ -106,7 +106,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (104, 104, 104, 111)
probe (0, 0) rgba (104, 104, 104, 111)
% Sampler arrays with components that have different usage dimensions are only forbidden in SM4 upwards.
@ -130,7 +130,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1, 1, 1, 11)
probe (0, 0) rgba (1, 1, 1, 11)
[require]
@ -153,4 +153,4 @@ float4 main() : sv_target
[test]
todo draw quad
todo probe all rgba (10, 10, 10, 11)
todo probe (0,0) rgba (10, 10, 10, 11)

View File

@ -7,4 +7,4 @@ float4 main(): sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.6, 0.7, 0.8, 0.9)
probe (0, 0) rgba (0.6, 0.7, 0.8, 0.9)

View File

@ -12,10 +12,10 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
uniform 0 float4 0.1 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader todo(sm<4)]
uniform float4 u;
@ -44,7 +44,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
[pixel shader fail(sm<6)]
float4 u;
@ -88,10 +88,10 @@ float4 main() : sv_target
[test]
uniform 0 float -2
todo(glsl) draw quad
probe all rgba (1, 2, 3, 4)
probe (0, 0) rgba (1, 2, 3, 4)
uniform 0 float 10
todo(glsl) draw quad
probe all rgba (10, 20, 30, 40)
probe (0, 0) rgba (10, 20, 30, 40)
[pixel shader]
@ -109,7 +109,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
[pixel shader]
float4 main() : sv_target
@ -126,7 +126,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (9.0, 10.0, 11.0, 12.0)
probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)
[pixel shader]
@ -146,19 +146,19 @@ if(sm<4) uniform 4 float 9
if(sm>=4) uniform 0 int 8
if(sm>=4) uniform 1 int 9
todo(glsl) draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0)
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
if(sm<4) uniform 0 float -3
if(sm<4) uniform 4 float -4
if(sm>=4) uniform 0 int -3
if(sm>=4) uniform 1 int -4
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float 7
if(sm<4) uniform 4 float 7
if(sm>=4) uniform 0 int 7
if(sm>=4) uniform 1 int 7
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
@ -178,19 +178,19 @@ if(sm<4) uniform 4 float 9
if(sm>=4) uniform 0 int 8
if(sm>=4) uniform 1 int 9
todo(glsl) draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0)
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
if(sm<4) uniform 0 float -3
if(sm<4) uniform 4 float -4
if(sm>=4) uniform 0 int -3
if(sm>=4) uniform 1 int -4
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float 7
if(sm<4) uniform 4 float 7
if(sm>=4) uniform 0 int 7
if(sm>=4) uniform 1 int 7
todo(glsl) draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0)
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
[pixel shader]
@ -210,13 +210,13 @@ if(sm<4) uniform 4 float -2
if(sm>=4) uniform 0 int -3
if(sm>=4) uniform 1 int -2
todo(glsl) draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0)
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
if(sm<4) uniform 0 float 4
if(sm<4) uniform 4 float 4
if(sm>=4) uniform 0 int 4
if(sm>=4) uniform 1 int 4
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
% Test "if" conditionals, using resource loads to ensure we aren't removing these instruction with optimizations.
@ -244,10 +244,10 @@ float4 main() : sv_target
[test]
uniform 0 float -2
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 4.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 4.0)
uniform 0 float 4
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader todo(sm<4)]
@ -268,10 +268,10 @@ float4 main() : sv_target
[test]
uniform 0 float 2
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 4.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 4.0)
uniform 0 float 1
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 0.0, 0.0, 4.0)
probe (0, 0) rgba (1.0, 0.0, 0.0, 4.0)
uniform 0 float 0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.0, 0.0, 4.0)
probe (0, 0) rgba (1.0, 1.0, 0.0, 4.0)

View File

@ -11,7 +11,7 @@ float4 main() : sv_target
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 0.1 0.2 0.3 0.4
todo(glsl) draw quad
probe all rgba (1.1, 2.2, 3.3, 4.4)
probe (0, 0) rgba (1.1, 2.2, 3.3, 4.4)
[pixel shader fail(sm<6)]
float4 main() : sv_target

View File

@ -14,11 +14,11 @@ float4 main(out uint sample_mask : SV_Coverage) : SV_Target
[test]
todo(sm<6) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
sample mask 0x0b
clear rtv 0 0.0 0.0 0.0 0.0
todo(sm<6) draw quad
probe all rgba (0.25, 0.25, 0.25, 0.25)
probe (0, 0) rgba (0.25, 0.25, 0.25, 0.25)
[require]
@ -45,16 +45,16 @@ float4 main(float4 position : SV_Position, uint coverage : SV_Coverage) : SV_Tar
sample mask 0x01
clear rtv 0 0.0 0.0 0.0 0.0
todo(sm<6) draw quad
probe all rgba (0.0, 0.25, 0.0, 0.25)
probe uav 1 all rui (0x01)
probe (0, 0) rgba (0.0, 0.25, 0.0, 0.25)
probe uav 1 (0, 0, 4, 4) rui (0x01)
sample mask 0x03
todo(sm<6) draw quad
probe all rgba (0.0, 0.5, 0.0, 0.5)
probe uav 1 all rui (0x03)
probe (0, 0) rgba (0.0, 0.5, 0.0, 0.5)
probe uav 1 (0, 0, 4, 4) rui (0x03)
sample mask 0x07
todo(sm<6) draw quad
probe all rgba (0.0, 0.75, 0.0, 0.75)
probe uav 1 all rui (0x07)
probe (0, 0) rgba (0.0, 0.75, 0.0, 0.75)
probe uav 1 (0, 0, 4, 4) rui (0x07)
[uav 1]
format r32 uint
@ -68,9 +68,9 @@ size (2d, 4, 4)
clear rtv 0 0.0 0.0 0.0 0.0
sample mask 0x09
todo(sm<6) draw quad
probe all rgba (0.0, 0.5, 0.0, 0.5)
probe uav 1 all rui (0x09)
probe (0, 0) rgba (0.0, 0.5, 0.0, 0.5)
probe uav 1 (0, 0, 4, 4) rui (0x09)
sample mask 0x0f
todo(sm<6) draw quad
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe uav 1 all rui (0x0f)
probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
probe uav 1 (0, 0, 4, 4) rui (0x0f)

View File

@ -13,7 +13,7 @@ float4 main() : sv_target
uniform 0 float4 1 -2 3 4
uniform 4 float4 10 100 1000 10000
todo(glsl) draw quad
probe all rgba (-2300, -970, 120, 0)
probe (0, 0) rgba (-2300, -970, 120, 0)
@ -30,4 +30,4 @@ float4 main() : sv_target
[test]
uniform 0 float4 1 -2 3 4
todo(glsl) draw quad
probe all rgba (-20, 8, 12, 3.5)
probe (0, 0) rgba (-20, 8, 12, 3.5)

View File

@ -12,7 +12,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 -0.5 6.5 7.5 3.4
todo(glsl) draw quad
probe all rgba (1912.0, 1657.0, -127.0, 867.0) 1
probe (0, 0) rgba (1912.0, 1657.0, -127.0, 867.0) 1
[pixel shader]
uniform float4 u;
@ -25,4 +25,4 @@ float4 main() : sv_target
[test]
uniform 0 float4 -0.5 6.5 7.5 3.4
todo(glsl) draw quad
probe all rgba (-127.0, -127.0, -127.0, -127.0) 1
probe (0, 0) rgba (-127.0, -127.0, -127.0, -127.0) 1

View File

@ -9,7 +9,7 @@ float4 main(float4 pos : sv_position) : sv_target
[test]
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.0, 0.0, 0.0)
probe (0, 0, 640, 480) rgba (1.0, 1.0, 0.0, 0.0)
[pixel shader]

View File

@ -18,7 +18,7 @@ if(sm>=4) uniform 0 float4 10 20 0 0
if(sm>=4) uniform 4 float4 10 30 50 70
if(sm>=4) uniform 8 float4 20 40 60 80
todo(glsl) draw quad
probe all rgba (10, 20, 50, 60)
probe (0, 0) rgba (10, 20, 50, 60)
[pixel shader fail(sm<6)]
@ -58,7 +58,7 @@ float4 main() : sv_target { return b; }
[test]
uniform 0 float4 10.0 20.0 30.0 40.0
todo(glsl) draw quad
probe all rgba (10, 20, 30, 40)
probe (0, 0) rgba (10, 20, 30, 40)
[pixel shader]
@ -72,7 +72,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 10.0 20.0 30.0 40.0
todo(glsl) draw quad
probe all rgba (20, 40, 60, 80)
probe (0, 0) rgba (20, 40, 60, 80)
[pixel shader]
@ -89,7 +89,7 @@ if(sm<4) uniform 4 float4 50 60 70 80
if(sm>=4) uniform 0 int4 10 20 30 40
if(sm>=4) uniform 4 int4 50 60 70 80
todo(glsl) draw quad
probe all rgba (100, 120, 140, 160)
probe (0, 0) rgba (100, 120, 140, 160)
[pixel shader]
@ -112,7 +112,7 @@ if(sm<4) uniform 12 float4 80 100 0 0
if(sm>=4) uniform 8 int4 70 90 0 0
if(sm>=4) uniform 12 int4 80 100 0 0
todo(glsl) draw quad
probe all rgba (70, 80, 90, 100)
probe (0, 0) rgba (70, 80, 90, 100)
[pixel shader]
@ -135,7 +135,7 @@ if(sm>=4) uniform 0 float4 10 20 0 0
if(sm>=4) uniform 4 float4 10 30 50 70
if(sm>=4) uniform 8 float4 20 40 60 80
todo(glsl) draw quad
probe all rgba (10, 20, 50, 60)
probe (0, 0) rgba (10, 20, 50, 60)
[pixel shader fail(sm<6)]
@ -171,7 +171,7 @@ float4 main() : sv_target { return b; }
[test]
uniform 0 float4 10 20 30 40
todo(glsl) draw quad
probe all rgba (10, 20, 30, 40)
probe (0, 0) rgba (10, 20, 30, 40)
[pixel shader]
@ -191,7 +191,7 @@ if(sm<4) uniform 0 float4 30 50 40 40
if(sm>=4) uniform 0 float4 10 20 0 0
if(sm>=4) uniform 4 float4 30 50 40 40
todo(glsl) draw quad
probe all rgba (60, 100, 80, 80)
probe (0, 0) rgba (60, 100, 80, 80)
[pixel shader]
@ -217,7 +217,7 @@ if(sm<4) uniform 12 float4 80 100 0 0
if(sm>=4) uniform 8 int4 70 90 0 0
if(sm>=4) uniform 12 int4 80 100 0 0
todo(glsl) draw quad
probe all rgba (70, 80, 90, 100)
probe (0, 0) rgba (70, 80, 90, 100)
% In SM4, the values in the default values initializer of matrices end up in different components

View File

@ -17,22 +17,22 @@ uniform 0 float 0.0
clear dsv 1.0
depth less
todo(glsl) draw quad
probe dsv all r (0.0)
probe dsv (0,0) r (0.0)
uniform 0 float 0.75
clear dsv 1.0
todo(glsl) draw quad
probe dsv all r (0.75)
probe dsv (0,0) r (0.75)
clear dsv 0.5
depth greater
todo(glsl) draw quad
probe dsv all r (0.75)
probe dsv (0,0) r (0.75)
depth less
clear dsv 0.5
todo(glsl) draw quad
probe dsv all r (0.5)
probe dsv (0,0) r (0.5)
[require]
@ -66,15 +66,15 @@ clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
depth greater equal
todo(sm<6) draw quad
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe dsv all r (0.75)
probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
probe dsv (0,0) r (0.75)
uniform 0 float4 0.75 0.375 0.0 0.0
clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
todo(sm<6) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe dsv all r (0.5)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
probe dsv (0,0) r (0.5)
[pixel shader todo]
@ -92,19 +92,19 @@ clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
depth greater equal
todo(sm<6) draw quad
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe dsv all r (0.75)
probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
probe dsv (0,0) r (0.75)
uniform 0 float4 0.375 0.625 0.0 0.0
clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
todo(sm<6) draw quad
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe dsv all r (0.625)
probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
probe dsv (0,0) r (0.625)
uniform 0 float4 0.375 0.375 0.0 0.0
clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
todo(sm<6) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe dsv all r (0.5)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
probe dsv (0,0) r (0.5)

View File

@ -9,7 +9,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 9.0 2.0 3.0 4.0
todo(glsl) draw quad
probe all rgba (9.0, 9.0, 9.0, 9.0)
probe (0, 0) rgba (9.0, 9.0, 9.0, 9.0)
[pixel shader]
float1x1 m;
@ -22,7 +22,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
float2x2 m;
@ -36,7 +36,7 @@ float4 main() : sv_target
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe all rgba (-4.0, -4.0, -4.0, -4.0)
probe (0, 0) rgba (-4.0, -4.0, -4.0, -4.0)
[pixel shader]
float2x1 m;
@ -50,7 +50,7 @@ float4 main() : sv_target
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
float3x3 m;
@ -65,7 +65,7 @@ uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 -6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
todo(glsl) draw quad
probe all rgba (192.0, 192.0, 192.0, 192.0)
probe (0, 0) rgba (192.0, 192.0, 192.0, 192.0)
[pixel shader]
float4x4 m;
@ -81,7 +81,7 @@ uniform 4 float4 5.0 6.0 -7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 13.0 14.0 15.0 16.0
todo(glsl) draw quad
probe all rgba (-672.0, -672.0, -672.0, -672.0)
probe (0, 0) rgba (-672.0, -672.0, -672.0, -672.0)
[pixel shader]
float3x4 m;
@ -97,7 +97,7 @@ uniform 4 float4 5.0 -6.0 7.0 0.0
uniform 8 float4 9.0 10.0 11.0 0.0
uniform 12 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (192.0, 192.0, 192.0, 192.0)
probe (0, 0) rgba (192.0, 192.0, 192.0, 192.0)
[pixel shader fail]
float1 v;

View File

@ -11,10 +11,10 @@ float4 main() : sv_target
[test]
uniform 0 float4 1 2 3 4
todo(sm<4 | glsl) draw quad
probe all rgba (1, 2, 3, 4)
probe (0, 0) rgba (1, 2, 3, 4)
uniform 0 float4 9 8 7 6
todo(sm<4 | glsl) draw quad
probe all rgba (1, 2, 3, 4)
probe (0, 0) rgba (1, 2, 3, 4)
[require]
shader model >= 3.0
@ -68,11 +68,11 @@ float4 main(float4 pos : sv_position) : sv_target
[test]
uniform 0 float4 1 2 3 4
todo(glsl) draw quad
probe all rgba (1, 2, 3, 4)
probe (0, 0) rgba (1, 2, 3, 4)
probe uav 1 (0, 0) r (1.0)
probe uav 1 (1, 0) r (1.0)
uniform 0 float4 9 8 7 6
todo(glsl) draw quad
probe all rgba (1, 2, 3, 4)
probe (0, 0) rgba (1, 2, 3, 4)
probe uav 1 (0, 0) r (2.0)
probe uav 1 (1, 0) r (1.0)

View File

@ -11,7 +11,7 @@ float4 main() : sv_target
uniform 0 float4 -2.0 3.0 4.0 0.1
uniform 4 float4 2.0 -1.0 4.0 5.0
todo(glsl) draw quad
probe all rgba (7.483983, 7.483983, 7.483983, 7.483983) 1
probe (0, 0) rgba (7.483983, 7.483983, 7.483983, 7.483983) 1
[pixel shader]
uniform int4 x;

View File

@ -11,7 +11,7 @@ float4 main() : SV_TARGET
uniform 0 float4 2.0 3.0 4.0 5.0
uniform 4 float4 10.0 11.0 12.0 13.0
todo(glsl) draw quad
probe all rgba (166.0, 166.0, 166.0, 166.0)
probe (0, 0) rgba (166.0, 166.0, 166.0, 166.0)
[pixel shader]
uniform float2 x;
@ -26,7 +26,7 @@ float4 main() : SV_TARGET
uniform 0 float4 2.0 3.0 0.0 0.0
uniform 4 float4 10.0 11.0 12.0 13.0
todo(sm<4 | glsl) draw quad
probe all rgba (53.0, 53.0, 53.0, 53.0)
probe (0, 0) rgba (53.0, 53.0, 53.0, 53.0)
[pixel shader]
uniform float x;
@ -41,7 +41,7 @@ float4 main() : SV_TARGET
uniform 0 float4 2.0 0.0 0.0 0.0
uniform 4 float4 10.0 11.0 12.0 13.0
todo(glsl) draw quad
probe all rgba (92.0, 92.0, 92.0, 92.0)
probe (0, 0) rgba (92.0, 92.0, 92.0, 92.0)
[pixel shader]
uniform float4 x;
@ -56,7 +56,7 @@ float4 main() : SV_TARGET
uniform 0 float4 10.0 11.0 12.0 13.0
uniform 4 float4 2.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (92.0, 92.0, 92.0, 92.0)
probe (0, 0) rgba (92.0, 92.0, 92.0, 92.0)
[pixel shader]
uniform float x;
@ -72,7 +72,7 @@ float4 main() : SV_TARGET
uniform 0 float4 2.0 3.0 0.0 0.0
uniform 4 float4 3.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (6.0, 6.0, 6.0, 6.0)
probe (0, 0) rgba (6.0, 6.0, 6.0, 6.0)
[pixel shader]
static const float4 x = float4(2.0, 3.0, 4.0, 5.0);
@ -85,7 +85,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (110.0, 110.0, 110.0, 110.0)
probe (0, 0) rgba (110.0, 110.0, 110.0, 110.0)
[pixel shader fail]
uniform float1x1 x;

View File

@ -8,5 +8,5 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
if(sm<6) probe all rgba (0.1, 0.2, 0.3, 0.4)
if(sm>=6) probe all rgba (0.1, 0.3, 0.2, 0.4)
if(sm<6) probe (0,0) rgba (0.1, 0.2, 0.3, 0.4)
if(sm>=6) probe (0,0) rgba (0.1, 0.3, 0.2, 0.4)

View File

@ -9,7 +9,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 -1.0 0.0 1.0 2.0
todo(glsl) draw quad
probe all rgba (0.5, 1.0, 2.0, 4.0) 2
probe (0, 0) rgba (0.5, 1.0, 2.0, 4.0) 2
[pixel shader]
uniform float4 f;
@ -22,4 +22,4 @@ float4 main() : sv_target
[test]
uniform 0 float4 -1.0 0.0 1.0 2.0
todo(glsl) draw quad
probe all rgba (0.36787948, 1.0, 2.7182815, 7.38905573) 2
probe (0, 0) rgba (0.36787948, 1.0, 2.7182815, 7.38905573) 2

View File

@ -10,7 +10,7 @@ float4 main() : sv_target
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe all rgba (8.0, 8.0, 8.0, 8.0)
probe (0, 0) rgba (8.0, 8.0, 8.0, 8.0)
[pixel shader]
@ -27,7 +27,7 @@ uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float 2
todo(glsl) draw quad
probe all rgba (10.0, 10.0, 10.0, 10.0)
probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0)
[pixel shader]
@ -41,7 +41,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe all rgba (3.0, 3.0, 3.0, 3.0)
probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
[pixel shader]
@ -57,10 +57,10 @@ float4 main() : sv_target
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float 0
todo(glsl) draw quad
probe all rgba (4.0, 4.0, 4.0, 4.0)
probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
uniform 4 float 2
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
@ -79,7 +79,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe all rgba (4.0, 4.0, 4.0, 4.0)
probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
[pixel shader]
@ -100,4 +100,4 @@ float4 main() : sv_target
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float 1
todo(glsl) draw quad
probe all rgba (2.0, 2.0, 2.0, 2.0)
probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)

View File

@ -10,7 +10,7 @@ float4 main() : sv_target
[test]
uniform 0 float 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
@ -57,11 +57,11 @@ float4 main() : sv_target
uniform 0 float4 0.0 1.5 1.5 0.0
todo(glsl) draw quad
% SM1-3 apparently treats '0/0' as zero.
if(sm<4) todo probe all rgba (1010101.0, 11001100.0, 1101001.0, 11.0)
if(sm<4) todo probe (0,0) rgba (1010101.0, 11001100.0, 1101001.0, 11.0)
% SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN.
if(sm>=4 & sm<6) todo probe all rgba (1010101.0, 0.0, 1101001.0, 1.0)
if(sm>=4 & sm<6) todo probe (0,0) rgba (1010101.0, 0.0, 1101001.0, 1.0)
% SM6 emits the correct ordered/unordered instructions, so comparisons are false for NaN, and are made true with 'not'.
if(sm>=6) probe all rgba (1010101.0, 11110000.0, 1101001.0, 1.0)
if(sm>=6) probe (0,0) rgba (1010101.0, 11110000.0, 1101001.0, 1.0)
% In shader model 2.0, native compares two numbers for equality checking if (a - b)*(a - b) is
@ -89,7 +89,7 @@ float4 main() : sv_target
uniform 0 float4 1e-37 1e-37 1e+38 1e+38
uniform 4 float4 0 -1e-37 1e+38 -1e+38
draw quad
probe all rgba (1.0, 1.0, 1.0, 0.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 0.0)
[require]
@ -108,7 +108,7 @@ float4 main() : sv_target
uniform 0 float4 1e-37 1e-37 1e+38 1e+38
uniform 4 float4 0 -1e-37 1e+38 -1e+38
draw quad
probe all rgba (0.0, 0.0, 1.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)
[require]
@ -126,7 +126,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.5 0.0 1.0 -1.0
draw quad
probe all rgba (1.0, 1.0, 0.0, 0.0)
probe (0, 0) rgba (1.0, 1.0, 0.0, 0.0)
[pixel shader]
@ -140,4 +140,4 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.5 0.0 1.0 -1.0
draw quad
probe all rgba (0.0, 0.0, 1.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)

View File

@ -6,7 +6,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (-1.0, 6.0, 7.0, 3.0) 4
probe (0, 0) rgba (-1.0, 6.0, 7.0, 3.0) 4
[pixel shader]
uniform float4 u;
@ -19,7 +19,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 -0.5 6.5 7.5 3.4
todo(glsl) draw quad
probe all rgba (-1.0, 6.0, 7.0, 3.0) 4
probe (0, 0) rgba (-1.0, 6.0, 7.0, 3.0) 4
[pixel shader]
uniform float4 u;
@ -35,7 +35,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 -0.5 6.5 7.5 3.4
todo(glsl) draw quad
probe all rgba (6.0, 7.0, -1.0, 3.0) 4
probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0) 4
[pixel shader]
@ -53,4 +53,4 @@ float4 main() : sv_target
if(sm<4) uniform 0 float4 -1 6 7 3
if(sm>=4) uniform 0 int4 -1 6 7 3
todo(glsl) draw quad
probe all rgba (6.0, 7.0, -1.0, 3.0) 4
probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0) 4

View File

@ -9,10 +9,10 @@ float4 main() : sv_target
[test]
uniform 0 float4 -0.5 6.5 0.0 0.0
todo(glsl) draw quad
probe all rgba (-0.5, 0.0, 0.0, 0.0) 4
probe (0, 0) rgba (-0.5, 0.0, 0.0, 0.0) 4
uniform 0 float4 1.1 0.3 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.2, 0.0, 0.0, 0.0) 4
probe (0, 0) rgba (0.2, 0.0, 0.0, 0.0) 4
[pixel shader]
uniform float4 u;
@ -25,7 +25,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 -0.5 6.5 2.0 0.0
todo(glsl) draw quad
probe all rgba (-0.5, 0.5, 0.0, 0.0) 4
probe (0, 0) rgba (-0.5, 0.5, 0.0, 0.0) 4
uniform 0 float4 1.1 0.3 3.0 0.0
todo(glsl) draw quad
probe all rgba (1.1, 0.3, 0.0, 0.0) 4
probe (0, 0) rgba (1.1, 0.3, 0.0, 0.0) 4

View File

@ -77,7 +77,7 @@ float4 main(float tex : texcoord) : sv_target
[test]
todo(sm<4 | glsl) draw quad
probe all rgba (10.0, 45.0, 0.0, 0.0)
probe (0, 0) rgba (10.0, 45.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
float4 main(float tex : texcoord) : sv_target

View File

@ -9,4 +9,4 @@ float4 main() : sv_target
[test]
uniform 0 float4 -1.1 1.6 1.3 0.5
todo(glsl) draw quad
probe all rgba (0.9, 0.6, 0.3, 0.5) 2
probe (0, 0) rgba (0.9, 0.6, 0.3, 0.5) 2

View File

@ -19,7 +19,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 -1.9 -1.0 2.9 4.0
todo(sm<6) draw quad
probe all rgba (-1.0, -1.0, 2.0, 4.0)
probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)
% As above, but cast "x" to float4 first.
% In SM 6 a cast seems to implicitly promote the type to const,
@ -44,7 +44,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 -1.9 -1.0 2.9 4.0
todo draw quad
probe all rgba (-1.0, -1.0, 2.0, 4.0)
probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)
% As above, but declare "x" as float4 and cast it to int4.
@ -67,7 +67,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 -1.9 -1.0 2.9 4.0
todo draw quad
probe all rgba (-1.0, -1.0, 2.0, 4.0)
probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)
[pixel shader todo]
@ -89,4 +89,4 @@ float4 main() : sv_target
if(sm<4) uniform 0 float4 -2 0 1 -3000000
if(sm>=4) uniform 0 int4 -2 0 1 -3000000
todo(sm<6) draw quad
probe all rgba (-1.0, 0.0, 1.0, -3000000.0) 4
probe (0, 0) rgba (-1.0, 0.0, 1.0, -3000000.0) 4

View File

@ -38,7 +38,7 @@ float4 main() : sv_target
[test]
todo(sm<6) draw quad
probe all rgba (0.1, 0.2, 0.1, 0.2)
probe (0, 0) rgba (0.1, 0.2, 0.1, 0.2)
[pixel shader fail todo]
@ -79,7 +79,7 @@ float4 main() : sv_target
[test]
todo(sm<6) draw quad
todo(sm<6) probe all rgba (1.0, 2.0, 2.0, 2.0)
todo(sm<6) probe (0,0) rgba (1.0, 2.0, 2.0, 2.0)
% float and float1 can be defined separately...

View File

@ -30,7 +30,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.2, 0.1, 0.8, 0.5);
probe (0, 0) rgba (0.2, 0.1, 0.8, 0.5);
[pixel shader todo(sm<4)]
uniform float f;
@ -80,16 +80,16 @@ float4 main() : sv_target
[test]
uniform 0 float 0.1
todo(sm<4 | glsl) draw quad
probe all rgba (0.3, 0.2, 0.6, 0.3) 1
probe (0, 0) rgba (0.3, 0.2, 0.6, 0.3) 1
uniform 0 float 0.4
todo(sm<4 | glsl) draw quad
probe all rgba (0.6, 0.5, 0.6, 0.3) 1
probe (0, 0) rgba (0.6, 0.5, 0.6, 0.3) 1
uniform 0 float 0.6
todo(sm<4 | glsl) draw quad
probe all rgba (0.6, 0.5, 0.4, 0.5) 1
probe (0, 0) rgba (0.6, 0.5, 0.4, 0.5) 1
uniform 0 float 0.8
todo(sm<4 | glsl) draw quad
probe all rgba (0.8, 0.7, 0.4, 0.5) 1
probe (0, 0) rgba (0.8, 0.7, 0.4, 0.5) 1
[pixel shader todo(sm<4)]
uniform float f;
@ -135,13 +135,13 @@ float4 main() : sv_target
[test]
uniform 0 float 0.1
todo(sm<4 | glsl) draw quad
probe all rgba (0.2, 0.1, 0.2, 0.1) 1
probe (0, 0) rgba (0.2, 0.1, 0.2, 0.1) 1
uniform 0 float 0.5
todo(sm<4 | glsl) draw quad
probe all rgba (0.5, 0.4, 1.0, 0.9) 1
probe (0, 0) rgba (0.5, 0.4, 1.0, 0.9) 1
uniform 0 float 0.9
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 0.9, 1.0, 0.6) 1
probe (0, 0) rgba (1.0, 0.9, 1.0, 0.6) 1
[pixel shader todo(sm<4)]
float func(out float o)
@ -182,7 +182,7 @@ float4 main() : sv_target
[test]
todo(sm<4 | glsl) draw quad
probe all rgba (0.4, 0.3, 0.3, 0.9) 1
probe (0, 0) rgba (0.4, 0.3, 0.3, 0.9) 1
[pixel shader todo(sm<4)]
uniform float f;
@ -236,23 +236,23 @@ float4 main() : sv_target
[test]
uniform 0 float 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.3, 0.2, 0.3, 0.3) 1
probe (0, 0) rgba (0.3, 0.2, 0.3, 0.3) 1
uniform 0 float 0.1
todo(sm<4 | glsl) draw quad
probe all rgba (0.3, 0.3, 0.3, 0.3) 1
probe (0, 0) rgba (0.3, 0.3, 0.3, 0.3) 1
uniform 0 float 0.3
todo(sm<4 | glsl) draw quad
probe all rgba (0.3, 0.5, 0.3, 0.3) 1
probe (0, 0) rgba (0.3, 0.5, 0.3, 0.3) 1
uniform 0 float 0.7
todo(sm<4 | glsl) draw quad
probe all rgba (0.3, 0.9, 0.7, 0.6) 1
probe (0, 0) rgba (0.3, 0.9, 0.7, 0.6) 1
uniform 0 float 0.9
todo(sm<4 | glsl) draw quad
probe all rgba (0.4, 0.1, 0.7, 0.6) 1
probe (0, 0) rgba (0.4, 0.1, 0.7, 0.6) 1
[pixel shader todo(sm<4)]
@ -292,20 +292,20 @@ uniform 0 float4 0.3 0.0 0.0 0.0
uniform 4 float4 0.0 0.0 0.0 0.0
uniform 8 float4 0.1 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.3, 0.2, 0.6, 0.6) 1
probe (0, 0) rgba (0.3, 0.2, 0.6, 0.6) 1
uniform 4 float4 0.35 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.3, 0.3, 0.6, 0.6) 1
probe (0, 0) rgba (0.3, 0.3, 0.6, 0.6) 1
uniform 8 float4 0.5 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.3, 0.5, 0.6, 0.6) 1
probe (0, 0) rgba (0.3, 0.5, 0.6, 0.6) 1
uniform 0 float4 1.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.3, 0.5, 0.6, 0.6) 1
probe (0, 0) rgba (0.3, 0.5, 0.6, 0.6) 1
uniform 4 float4 2.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.4, 0.1, 0.6, 0.6) 1
probe (0, 0) rgba (0.4, 0.1, 0.6, 0.6) 1

View File

@ -177,7 +177,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader]
@ -201,7 +201,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.5, 0.6, 0.7, 0)
probe (0, 0) rgba (0.5, 0.6, 0.7, 0)
[pixel shader]
@ -222,7 +222,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.6, 0.1, 0.5, 0)
probe (0, 0) rgba (0.6, 0.1, 0.5, 0)
% Recursion is forbidden.
@ -276,7 +276,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 6.0, 7.0)
probe (0, 0) rgba (2.0, 3.0, 6.0, 7.0)
[pixel shader]
@ -294,7 +294,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 6.0, 7.0)
probe (0, 0) rgba (2.0, 3.0, 6.0, 7.0)
% Inline modifier
@ -313,7 +313,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 6.0, 7.0)
probe (0, 0) rgba (2.0, 3.0, 6.0, 7.0)
% Inline modifier used on entry point
@ -332,7 +332,7 @@ inline float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 6.0, 7.0)
probe (0, 0) rgba (2.0, 3.0, 6.0, 7.0)
% Export modifier
@ -344,4 +344,4 @@ export float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)

View File

@ -24,7 +24,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.1, 0.2, 0.2, 0.1)
probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)
[pixel shader]
@ -38,7 +38,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.1, 0.1, 0.0)
probe (0, 0) rgba (0.0, 0.1, 0.1, 0.0)
[require]
@ -56,7 +56,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.2, 0.2, 0.1, 0.1)
probe (0, 0) rgba (0.2, 0.2, 0.1, 0.1)
[pixel shader]
@ -70,7 +70,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.1, 0.1, 0.0, 0.0)
probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0)
[pixel shader]
@ -84,7 +84,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.5, 0.0, 0.5, 0.0)
probe (0, 0) rgba (0.5, 0.0, 0.5, 0.0)
[pixel shader]
@ -98,7 +98,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.4, 0.0, 0.4)
probe (0, 0) rgba (0.0, 0.4, 0.0, 0.4)
[pixel shader]
@ -114,4 +114,4 @@ float4 main() : sv_target
[test]
uniform 0 int4 1 0 0 0
todo(glsl) draw quad
probe all rgba (0.1, 0.2, 0.2, 0.1)
probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)

View File

@ -24,7 +24,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.1, 0.1, 0.0)
probe (0, 0) rgba (0.0, 0.1, 0.1, 0.0)
[pixel shader]
@ -38,7 +38,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.1, 0.2, 0.2, 0.1)
probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)
[require]
@ -56,7 +56,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.1, 0.1, 0.0, 0.0)
probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0)
[pixel shader]
@ -70,7 +70,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.2, 0.2, 0.1, 0.1)
probe (0, 0) rgba (0.2, 0.2, 0.1, 0.1)
[pixel shader todo]
@ -84,7 +84,7 @@ float4 main() : sv_target
[test]
todo(sm<6) draw quad
probe all rgba (0.1, 0.1, 0.0, 0.0)
probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0)
[pixel shader]
@ -98,7 +98,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.5, 0.0, 0.5)
probe (0, 0) rgba (0.0, 0.5, 0.0, 0.5)
[pixel shader]
@ -112,4 +112,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.0, 0.4, 0.0)
probe (0, 0) rgba (0.4, 0.0, 0.4, 0.0)

View File

@ -16,4 +16,4 @@ float4 main() : sv_target
[test]
todo(sm<6) draw quad
probe all rgba (-0.125, -0.375, 0.375, -0.125)
probe (0, 0) rgba (-0.125, -0.375, 0.375, -0.125)

View File

@ -29,7 +29,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 2.0, 3.0)
probe (0, 0) rgba (2.0, 3.0, 2.0, 3.0)
[srv 1]
size (2d, 2, 2)
@ -54,4 +54,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 2.0, 1.0, 2.0)
probe (0, 0) rgba (2.0, 2.0, 1.0, 2.0)

View File

@ -20,4 +20,4 @@ float4 main() : sv_target
[test]
uniform 0 float 10.0
todo(glsl) draw quad
probe all rgba (10.0, 10.0, 10.0, 10.0)
probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0)

View File

@ -18,10 +18,10 @@ float4 main() : sv_target
[test]
uniform 0 float 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (2.0, 2.0, 2.0, 2.0)
probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
uniform 0 float 1.0
todo(sm<4 | glsl) draw quad
probe all rgba (-2.0, -2.0, -2.0, -2.0)
probe (0, 0) rgba (-2.0, -2.0, -2.0, -2.0)
[pixel shader todo(sm<4)]
@ -44,10 +44,10 @@ float4 main() : sv_target
[test]
uniform 0 float 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (2.0, 2.0, 2.0, 2.0)
probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
uniform 0 float 1.0
todo(sm<4 | glsl) draw quad
probe all rgba (20.0, 20.0, 20.0, 20.0)
probe (0, 0) rgba (20.0, 20.0, 20.0, 20.0)
[pixel shader todo(sm<4)]
@ -70,7 +70,7 @@ float4 main() : sv_target
[test]
uniform 0 float 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 4.0, 0.0, 0.0)
probe (0, 0) rgba (1.0, 4.0, 0.0, 0.0)
uniform 0 float 1.0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 40.0, 0.0, 0.0)
probe (0, 0) rgba (1.0, 40.0, 0.0, 0.0)

View File

@ -7,7 +7,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1, 2, 3, 4)
probe (0, 0) rgba (1, 2, 3, 4)
[pixel shader]
@ -25,7 +25,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (4, 5, 6, 7)
probe (0, 0) rgba (4, 5, 6, 7)
[pixel shader]
@ -38,7 +38,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (40, 10, 20, 30)
probe (0, 0) rgba (40, 10, 20, 30)
[pixel shader]
@ -57,7 +57,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
@ -70,4 +70,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)

View File

@ -8,7 +8,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (50, 60, 70, 80)
probe (0, 0) rgba (50, 60, 70, 80)
[pixel shader]
@ -23,7 +23,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
% dxcompiler emits a nop shader which returns immediately.
if(sm<6) probe all rgba (5.0, 6.0, 7.0, 8.0)
if(sm<6) probe (0,0) rgba (5.0, 6.0, 7.0, 8.0)
[pixel shader]
@ -36,7 +36,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (7.0, 8.0, 9.0, 10.0)
probe (0, 0) rgba (7.0, 8.0, 9.0, 10.0)
[pixel shader]
@ -64,7 +64,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (318.0, 320.0, 322.0, 324.0)
probe (0, 0) rgba (318.0, 320.0, 322.0, 324.0)
[pixel shader fail]

View File

@ -10,7 +10,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (17, 18, 19, 20)
probe (0, 0) rgba (17, 18, 19, 20)
[pixel shader fail]
@ -58,7 +58,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (22, 23, 24, 25)
probe (0, 0) rgba (22, 23, 24, 25)
[pixel shader fail]

View File

@ -11,7 +11,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (21, 22, 23, 24)
probe (0, 0) rgba (21, 22, 23, 24)
[pixel shader]
@ -32,4 +32,4 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (71, 72, 73, 74)
probe (0, 0) rgba (71, 72, 73, 74)

View File

@ -7,7 +7,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (21, 22, 23, 0)
probe (0, 0) rgba (21, 22, 23, 0)
[pixel shader]
@ -19,7 +19,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (21, 22, 23, 0)
probe (0, 0) rgba (21, 22, 23, 0)
[pixel shader]
@ -31,7 +31,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (21, 22, 23, 24)
probe (0, 0) rgba (21, 22, 23, 24)
[pixel shader]
@ -43,7 +43,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (21, 22, 31, 32)
probe (0, 0) rgba (21, 22, 31, 32)
[pixel shader]
@ -56,7 +56,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (21, 22, 31, 32)
probe (0, 0) rgba (21, 22, 31, 32)
[pixel shader]
@ -69,4 +69,4 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (21, 22, 31, 32)
probe (0, 0) rgba (21, 22, 31, 32)

View File

@ -8,7 +8,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2, 3, 3, 0)
probe (0, 0) rgba (2, 3, 3, 0)
[pixel shader fail]
@ -33,7 +33,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (7.2, 8.0, 7.2, 8.0)
probe (0, 0) rgba (7.2, 8.0, 7.2, 8.0)
[pixel shader]
@ -49,4 +49,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.2, 9.0, 5.2, 9.0)
probe (0, 0) rgba (5.2, 9.0, 5.2, 9.0)

View File

@ -7,7 +7,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1, 2, 3, 4)
probe (0, 0) rgba (1, 2, 3, 4)
[pixel shader]
@ -24,7 +24,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (21, 22, 23, 24)
probe (0, 0) rgba (21, 22, 23, 24)
[pixel shader]
@ -53,4 +53,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (21, 22, 23, 24)
probe (0, 0) rgba (21, 22, 23, 24)

View File

@ -7,7 +7,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0) 4
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 4
[pixel shader]
@ -19,7 +19,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0) 4
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 4
[pixel shader]
@ -32,7 +32,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0) 4
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 4
[pixel shader]
@ -45,7 +45,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (10.1, 1.1, 1.2, 2.1) 4
probe (0, 0) rgba (10.1, 1.1, 1.2, 2.1) 4
[pixel shader]
@ -57,7 +57,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (3.0, 250.0, 16.0, 4.2949673e+009) 4
probe (0, 0) rgba (3.0, 250.0, 16.0, 4.2949673e+009) 4
[pixel shader]
@ -70,5 +70,5 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
if(sm<6) probe all rgba (-1294967296.0, 3000000000.0, 0.0, 0.0) 4
if(sm>=6) probe all rgba (3000000000.0, 3000000000.0, 0.0, 0.0) 4
if(sm<6) probe (0,0) rgba (-1294967296.0, 3000000000.0, 0.0, 0.0) 4
if(sm>=6) probe (0,0) rgba (3000000000.0, 3000000000.0, 0.0, 0.0) 4

View File

@ -26,7 +26,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.2, 0.2, 0.2, 0.1)
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.1)
[pixel shader]
@ -49,7 +49,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (31.1, 41.1, 51.1, 61.1) 1
probe (0, 0) rgba (31.1, 41.1, 51.1, 61.1) 1
[pixel shader]

View File

@ -12,7 +12,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (21, 22, 23, 24)
probe (0, 0) rgba (21, 22, 23, 24)
[pixel shader]
@ -34,4 +34,4 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (61, 62, 63, 64)
probe (0, 0) rgba (61, 62, 63, 64)

View File

@ -23,7 +23,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (41, 42, 43, 44)
probe (0, 0) rgba (41, 42, 43, 44)
[pixel shader]
@ -53,7 +53,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (4311, 4312, 4313, 4314)
probe (0, 0) rgba (4311, 4312, 4313, 4314)
[pixel shader]
@ -81,4 +81,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (21, 22, 23, 24)
probe (0, 0) rgba (21, 22, 23, 24)

View File

@ -12,7 +12,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.3, 0.3, 0.4, 0.6)
probe (0, 0) rgba (0.3, 0.3, 0.4, 0.6)
[pixel shader fail(sm>=6)]
@ -28,7 +28,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.3, 0.3, 0.3, 0.4)
probe (0, 0) rgba (0.3, 0.3, 0.3, 0.4)
[require]
@ -48,4 +48,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.2, 0.0, 0.3, 0.4)
probe (0, 0) rgba (0.2, 0.0, 0.3, 0.4)

View File

@ -14,23 +14,23 @@ float4 main() : sv_target
[test]
uniform 0 float4 -1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (3.14159274, 0.0, 0.0, 0.0) 128
probe (0, 0) rgba (3.14159274, 0.0, 0.0, 0.0) 128
uniform 0 float4 -0.5 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (2.094441441, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (2.094441441, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.57072878, 0.0, 0.0, 0.0) 1024
probe (0, 0) rgba (1.57072878, 0.0, 0.0, 0.0) 1024
uniform 0 float4 0.5 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.04715133, 0.0, 0.0, 0.0) 512
probe (0, 0) rgba (1.04715133, 0.0, 0.0, 0.0) 512
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0) 128
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) 128
[pixel shader]
uniform float4 a;
@ -45,7 +45,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 -1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (-31416.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (-31416.0, 0.0, 0.0, 0.0)
[require]
shader model < 6.0
@ -53,15 +53,15 @@ shader model < 6.0
[test]
uniform 0 float4 -0.5 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (-10473.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (-10473.0, 0.0, 0.0, 0.0)
uniform 0 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (1.0, 0.0, 0.0, 0.0)
uniform 0 float4 0.5 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (10473.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (10473.0, 0.0, 0.0, 0.0)
[require]
shader model >= 6.0
@ -73,15 +73,15 @@ shader model >= 6.0
[test]
uniform 0 float4 -0.5 0.0 0.0 0.0
draw quad
probe all rgba (-10472.0, 0.0, 0.0, 0.0) 4096
probe (0, 0) rgba (-10472.0, 0.0, 0.0, 0.0) 4096
uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
uniform 0 float4 0.5 0.0 0.0 0.0
draw quad
probe all rgba (10472.0, 0.0, 0.0, 0.0) 4096
probe (0, 0) rgba (10472.0, 0.0, 0.0, 0.0) 4096
[require]
% reset requirements
@ -89,7 +89,7 @@ probe all rgba (10472.0, 0.0, 0.0, 0.0) 4096
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (31416.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (31416.0, 0.0, 0.0, 0.0)
[pixel shader]
@ -103,23 +103,23 @@ float4 main() : sv_target
[test]
uniform 0 float4 -1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (-0.785409629, 0.0, 0.0, 0.0) 512
probe (0, 0) rgba (-0.785409629, 0.0, 0.0, 0.0) 512
uniform 0 float4 -0.5 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (-0.4636476, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (-0.4636476, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.5 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.4636476, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (0.4636476, 0.0, 0.0, 0.0) 256
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.785409629, 0.0, 0.0, 0.0) 512
probe (0, 0) rgba (0.785409629, 0.0, 0.0, 0.0) 512
[pixel shader]
uniform float4 a;
@ -134,63 +134,63 @@ float4 main() : sv_target
% Non-degenerate cases
uniform 0 float4 1.0 1.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.785385, 0.0, 0.0, 0.0) 512
probe (0, 0) rgba (0.785385, 0.0, 0.0, 0.0) 512
uniform 0 float4 5.0 -5.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (2.356194, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (2.356194, 0.0, 0.0, 0.0) 256
uniform 0 float4 -3.0 -3.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (-2.356194, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (-2.356194, 0.0, 0.0, 0.0) 256
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 -1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (-1.570796, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (-1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 1.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 -1.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (3.1415927, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (3.1415927, 0.0, 0.0, 0.0) 256
% Degenerate cases
uniform 0 float4 0.00001 0.00002 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.463647, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (0.463647, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.00001 -0.00002 0.0 0.0
todo(glsl) draw quad
probe all rgba (2.677945, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (2.677945, 0.0, 0.0, 0.0) 256
uniform 0 float4 -0.00001 100000.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (-0.000000000099986595, 0.0, 0.0, 0.0) 2048
probe (0, 0) rgba (-0.000000000099986595, 0.0, 0.0, 0.0) 2048
uniform 0 float4 10000000.0 0.00000001 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256
% Negative zero behavior should be to treat it the
% same as normal zero.
uniform 0 float4 1000000000.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 1000000000.0 -0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 -1.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (3.1415927, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (3.1415927, 0.0, 0.0, 0.0) 256
uniform 0 float4 -0.0 -1.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (3.1415927, 0.0, 0.0, 0.0) 256
probe (0, 0) rgba (3.1415927, 0.0, 0.0, 0.0) 256

View File

@ -23,7 +23,7 @@ float4 main(bool face : sv_isfrontface) : sv_target
[test]
todo(glsl) draw triangle strip 4
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vb 0]
-2.0 -2.0
@ -33,4 +33,4 @@ probe all rgba (0.0, 1.0, 0.0, 1.0)
[test]
todo(glsl) draw triangle strip 4
probe all rgba (1.0, 2.0, 1.0, 2.0)
probe (0, 0, 640, 480) rgba (1.0, 2.0, 1.0, 2.0)

View File

@ -11,7 +11,7 @@ float4 main() : SV_TARGET
uniform 0 float4 2.0 3.0 4.0 5.0
uniform 4 float4 0.0 -10.0 10.0 100.0
todo(glsl) draw quad
probe all rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2
probe (0, 0) rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2
[pixel shader]
@ -29,7 +29,7 @@ if(sm<4) uniform 4 float4 0 -10 10 100
if(sm>=4) uniform 0 int4 2 3 4 5
if(sm>=4) uniform 4 int4 0 -10 10 100
todo(glsl) draw quad
probe all rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2
probe (0, 0) rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2
[pixel shader]
@ -44,7 +44,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (64.0, 64.0, 64.0, 40.0)
probe (0, 0) rgba (64.0, 64.0, 64.0, 40.0)
[pixel shader fail]

View File

@ -9,7 +9,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
todo(glsl) draw quad
probe all rgba (7.34846926, 7.34846926, 7.34846926, 7.34846926) 1
probe (0, 0) rgba (7.34846926, 7.34846926, 7.34846926, 7.34846926) 1
[pixel shader]
uniform float3 x;
@ -22,7 +22,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 3.0 4.0 0.0
todo(glsl) draw quad
probe all rgba (5.38516474, 5.38516474, 5.38516474, 5.38516474) 1
probe (0, 0) rgba (5.38516474, 5.38516474, 5.38516474, 5.38516474) 1
[pixel shader]
uniform float2 x;
@ -35,7 +35,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 3.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (3.60555124, 3.60555124, 3.60555124, 3.60555124) 1
probe (0, 0) rgba (3.60555124, 3.60555124, 3.60555124, 3.60555124) 1
[pixel shader]
uniform float1 x;
@ -48,7 +48,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (2.0, 2.0, 2.0, 2.0)
probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
[pixel shader]
uniform float x;
@ -61,7 +61,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (2.0, 2.0, 2.0, 2.0)
probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
[pixel shader fail]
uniform float1x3 x;

View File

@ -13,7 +13,7 @@ uniform 0 float4 2.0 3.0 4.0 5.0
uniform 4 float4 0.0 -10.0 10.0 100.0
uniform 8 float4 0.0 1.0 -1.0 0.75
todo(glsl) draw quad
probe all rgba (2.0, -10.0, -2.0, 76.25)
probe (0, 0) rgba (2.0, -10.0, -2.0, 76.25)
[pixel shader]
@ -34,7 +34,7 @@ if(sm>=4) uniform 0 int4 2 3 4 0
if(sm>=4) uniform 4 int4 0 -10 10 1000000
if(sm>=4) uniform 8 int4 0 1 -1 1000000
todo(glsl) draw quad
probe all rgba (2.0, -10.0, -2.0, 1e12) 4
probe (0, 0) rgba (2.0, -10.0, -2.0, 1e12) 4
[pixel shader]
@ -50,7 +50,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (-6.0, -2.2, 4.48, 8.28) 1
probe (0, 0) rgba (-6.0, -2.2, 4.48, 8.28) 1
[pixel shader fail]

View File

@ -9,17 +9,17 @@ float4 main() : sv_target
[test]
uniform 0 float4 -0.1 10.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 0.0, 0.0, 1.0)
probe (0, 0) rgba (1.0, 0.0, 0.0, 1.0)
[test]
uniform 0 float4 1.2 -0.1 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.2, 0.0, 1.0)
probe (0, 0) rgba (1.0, 1.2, 0.0, 1.0)
[test]
uniform 0 float4 1.2 2.0 3.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.2, 8.0, 1.0)
probe (0, 0) rgba (1.0, 1.2, 8.0, 1.0)
[pixel shader]
uniform float4 u;
@ -32,7 +32,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.2 2.0 3.0 0.0
todo(glsl) draw quad
probe all rgba (2.0, 2.4, 16.0, 2.0)
probe (0, 0) rgba (2.0, 2.4, 16.0, 2.0)
[pixel shader fail]
uniform float4 u;

View File

@ -23,10 +23,10 @@ float4 main() : sv_target
[test]
uniform 0 uint 0
todo(glsl) draw quad
probe all rgba (1.0, 0.0, 1.0, 0.0)
probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0)
uniform 0 uint 1
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 1.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)
[pixel shader fail]
sampler s;
@ -48,4 +48,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 0.0, 1.0, 0.0)
probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0)

View File

@ -9,7 +9,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 2.0 4.0 5.0 0.4
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 2.32192802, -1.32192802) 1
probe (0, 0) rgba (1.0, 2.0, 2.32192802, -1.32192802) 1
[pixel shader]
uniform float4 x;
@ -22,7 +22,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 10.0 100.0 1.0 0.1
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 0.0, -1.0) 1
probe (0, 0) rgba (1.0, 2.0, 0.0, -1.0) 1
[pixel shader]
uniform float4 x;
@ -35,4 +35,4 @@ float4 main() : sv_target
[test]
uniform 0 float4 3.0 10.0 1.0 0.1
todo(glsl) draw quad
probe all rgba (1.0986123, 2.302585, 0.0, -2.302585) 2
probe (0, 0) rgba (1.0986123, 2.302585, 0.0, -2.302585) 2

View File

@ -9,7 +9,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -23,7 +23,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -36,7 +36,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -49,7 +49,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -62,7 +62,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -76,7 +76,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -89,7 +89,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -102,7 +102,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -115,7 +115,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -129,7 +129,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -142,7 +142,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
@ -155,7 +155,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
@ -172,10 +172,10 @@ if(sm<4) uniform 4 float 0
if(sm>=4) uniform 0 int 5
if(sm>=4) uniform 1 int 0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 0.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 0.0, 1.0)
if(sm<4) uniform 0 float -1
if(sm<4) uniform 4 float 3
if(sm>=4) uniform 0 int -1
if(sm>=4) uniform 1 int 3
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 1.0, 0.0, 0.0)

View File

@ -19,7 +19,7 @@ float4 main() : sv_target
[test]
uniform 0 float 5.0
todo(sm<4 | glsl) draw quad
probe all rgba (50.0, 50.0, 50.0, 50.0)
probe (0, 0) rgba (50.0, 50.0, 50.0, 50.0)
[pixel shader todo(sm<4)]
@ -42,7 +42,7 @@ float4 main() : sv_target
[test]
uniform 0 float 4.0
todo(sm<4 | glsl) draw quad
probe all rgba (20.0, 20.0, 20.0, 20.0)
probe (0, 0) rgba (20.0, 20.0, 20.0, 20.0)
[pixel shader todo(sm<4)]
float a;
@ -71,7 +71,7 @@ float4 main() : sv_target
[test]
uniform 0 float 4.0
todo(sm<4 | glsl) draw quad
probe all rgba (409.1, 409.1, 409.1, 409.1)
probe (0, 0) rgba (409.1, 409.1, 409.1, 409.1)
[pixel shader todo(sm<4)]
float a;
@ -101,7 +101,7 @@ float4 main() : sv_target
[test]
uniform 0 float 4.0
todo(sm<4 | glsl) draw quad
probe all rgba (410.1, 410.1, 410.1, 410.1)
probe (0, 0) rgba (410.1, 410.1, 410.1, 410.1)
% loop attribute by itself
[pixel shader todo(sm<4)]
@ -119,7 +119,7 @@ float4 main() : sv_target
[test]
todo(sm<4 | glsl) draw quad
probe all rgba (10.0, 10.0, 10.0, 10.0)
probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0)
[pixel shader todo(sm<4)]
float4 main() : sv_target
@ -138,7 +138,7 @@ float4 main() : sv_target
[test]
todo(sm<4 | glsl) draw quad
probe all rgba (10.0, 10.0, 10.0, 10.0)
probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0)
[pixel shader todo(sm<4)]
float4 main() : sv_target
@ -157,7 +157,7 @@ float4 main() : sv_target
[test]
todo(sm<4 | glsl) draw quad
probe all rgba (10.0, 10.0, 10.0, 10.0)
probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0)
% unroll can't be used with fastopt or loop
[pixel shader fail]

View File

@ -18,7 +18,7 @@ uniform 4 float4 0.3 0.4 0.0 0.0
uniform 8 float4 0.1 0.3 0.0 0.0
uniform 12 float4 0.2 0.4 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.17, 0.39, 0.17, 0.39) 1
probe (0, 0) rgba (0.17, 0.39, 0.17, 0.39) 1
%% Test with a struct.
@ -41,7 +41,7 @@ float4 main() : sv_target
uniform 0 float4 0.1 0.2 0.0 0.0
uniform 4 float4 0.3 0.4 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
%% Test with an array.
@ -62,7 +62,7 @@ uniform 4 float4 0.0 0.0 0.0 0.0
uniform 8 float4 0.5 0.6 0.0 0.0
uniform 12 float4 0.7 0.8 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.5, 0.6, 0.7, 0.8)
probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8)
% The documentation claims these strings are subject to macro expansion.
@ -91,8 +91,8 @@ float4 main() : sv_target
uniform 0 float4 0.1 0.2 0.0 0.0
uniform 4 float4 0.3 0.4 0.0 0.0
todo(glsl) draw quad
if(sm<6) probe all rgba (0.23, 0.34, 0.5, 0.5) 1
if(sm>=6) probe all rgba (0.17, 0.39, 0.5, 0.5) 1
if(sm<6) probe (0,0) rgba (0.23, 0.34, 0.5, 0.5) 1
if(sm>=6) probe (0,0) rgba (0.17, 0.39, 0.5, 0.5) 1
% The majority that applies to a typedef is the latent majority at the time
@ -113,7 +113,7 @@ float4 main() : sv_target
uniform 0 float4 0.1 0.2 0.0 0.0
uniform 4 float4 0.3 0.4 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
% In fact, it's illegal to specify a contradictory majority.
@ -151,7 +151,7 @@ uniform 4 float4 0.0 0.0 0.0 0.0
uniform 8 float4 0.0 0.0 0.0 0.0
uniform 12 float4 0.5 0.6 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.3, 0.4, 0.5, 0.6)
probe (0, 0) rgba (0.3, 0.4, 0.5, 0.6)
% However, if no pack_matrix directive has been used yet, a typedef has no
@ -175,7 +175,7 @@ float4 main() : sv_target
uniform 0 float4 0.1 0.2 0.0 0.0
uniform 4 float4 0.3 0.4 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
% This does not apply recursively to struct or array members, however. Members
@ -203,7 +203,7 @@ float4 main() : sv_target
uniform 0 float4 0.2 0.4 0.0 0.0
uniform 4 float4 0.3 0.5 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.2, 0.3, 0.4, 0.5)
probe (0, 0) rgba (0.2, 0.3, 0.4, 0.5)
[pixel shader]
@ -223,7 +223,7 @@ uniform 4 float4 0.4 0.0 0.0 0.0
uniform 8 float4 0.0 0.5 0.0 0.0
uniform 12 float4 0.0 0.6 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.3, 0.4, 0.5, 0.6)
probe (0, 0) rgba (0.3, 0.4, 0.5, 0.6)
% Compiler options
[require]
@ -247,7 +247,7 @@ uniform 4 float4 0.2 0.6 1.0 1.4
uniform 8 float4 0.3 0.7 1.1 1.5
uniform 12 float4 0.4 0.8 1.2 1.6
todo(glsl) draw quad
probe all rgba (0.2, 0.3, 0.6, 0.7) 1
probe (0, 0) rgba (0.2, 0.3, 0.6, 0.7) 1
[require]
options: column-major
@ -269,7 +269,7 @@ uniform 4 float4 0.2 0.6 1.0 1.4
uniform 8 float4 0.3 0.7 1.1 1.5
uniform 12 float4 0.4 0.8 1.2 1.6
todo(glsl) draw quad
probe all rgba (0.2, 0.3, 0.6, 0.7) 1
probe (0, 0) rgba (0.2, 0.3, 0.6, 0.7) 1
[require]
options: row-major
@ -291,7 +291,7 @@ uniform 4 float4 0.2 0.6 1.0 1.4
uniform 8 float4 0.3 0.7 1.1 1.5
uniform 12 float4 0.4 0.8 1.2 1.6
todo(glsl) draw quad
probe all rgba (0.5, 0.9, 0.6, 1.0) 1
probe (0, 0) rgba (0.5, 0.9, 0.6, 1.0) 1
[require]
options: column-major
@ -319,7 +319,7 @@ uniform 20 float4 1.8 2.2 2.6 3.0
uniform 24 float4 1.9 2.3 2.7 3.1
uniform 28 float4 2.0 2.4 2.8 3.2
todo(glsl) draw quad
probe all rgba (0.3, 0.4, 2.5, 2.9) 1
probe (0, 0) rgba (0.3, 0.4, 2.5, 2.9) 1
[require]
options: row-major
@ -347,7 +347,7 @@ uniform 20 float4 1.8 2.2 2.6 3.0
uniform 24 float4 1.9 2.3 2.7 3.1
uniform 28 float4 2.0 2.4 2.8 3.2
todo(glsl) draw quad
probe all rgba (1.2, 1.6, 3.1, 3.2) 1
probe (0, 0) rgba (1.2, 1.6, 3.1, 3.2) 1
[require]
options: column-major row-major
@ -367,4 +367,4 @@ float4 main() : sv_target
uniform 0 float4 0.1 0.2 0.0 0.0
uniform 4 float4 0.3 0.4 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.1, 0.3, 0.2, 0.4) 1
probe (0, 0) rgba (0.1, 0.3, 0.2, 0.4) 1

View File

@ -12,7 +12,7 @@ float4 main() : sv_target
uniform 0 float4 0.1 0.3 0.0 0.0
uniform 4 float4 0.2 0.4 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.1, 0.3, 0.2, 0.4)
probe (0, 0) rgba (0.1, 0.3, 0.2, 0.4)
[pixel shader fail(sm<6)]
row_major row_major float4x4 m;

View File

@ -19,4 +19,4 @@ uniform 4 float4 0.3 0.4 0.0 0.0
uniform 8 float4 0.1 0.3 0.0 0.0
uniform 12 float4 0.2 0.4 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.17, 0.39, 0.17, 0.39) 1
probe (0, 0) rgba (0.17, 0.39, 0.17, 0.39) 1

View File

@ -15,4 +15,4 @@ float4 main() : SV_TARGET
uniform 0 float4 2.5 0.3 0.2 0.7
uniform 4 float4 0.1 1.5 0.0 0.0
todo(glsl) draw quad
probe all rgba (-12.43, 9.833333, 1.6, 35.0) 1
probe (0, 0) rgba (-12.43, 9.833333, 1.6, 35.0) 1

View File

@ -12,7 +12,7 @@ uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 13.0 14.0 15.0 16.0
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 10.0, 15.0)
probe (0, 0) rgba (1.0, 2.0, 10.0, 15.0)
[pixel shader]
uniform column_major float4x4 m;
@ -28,7 +28,7 @@ uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 13.0 14.0 15.0 16.0
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 10.0, 15.0)
probe (0, 0) rgba (1.0, 2.0, 10.0, 15.0)
[pixel shader]
uniform row_major float4x4 m;
@ -44,7 +44,7 @@ uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 13.0 14.0 15.0 16.0
todo(glsl) draw quad
probe all rgba (1.0, 5.0, 7.0, 12.0)
probe (0, 0) rgba (1.0, 5.0, 7.0, 12.0)
[pixel shader]
uniform float3x2 m;
@ -59,7 +59,7 @@ float4 main() : SV_TARGET
uniform 0 float4 1.0 2.0 3.0 0.0
uniform 4 float4 5.0 6.0 7.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 3.0, 6.0, 7.0)
probe (0, 0) rgba (1.0, 3.0, 6.0, 7.0)
[pixel shader]
float4 main() : SV_TARGET
@ -75,7 +75,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (1.0, 5.0, 7.0, 12.0)
probe (0, 0) rgba (1.0, 5.0, 7.0, 12.0)
[pixel shader]
@ -90,7 +90,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (30.0, 40.0, 5.0, 6.0)
probe (0, 0) rgba (30.0, 40.0, 5.0, 6.0)
[pixel shader]
@ -105,7 +105,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (3.0, 4.0, 50.0, 60.0)
probe (0, 0) rgba (3.0, 4.0, 50.0, 60.0)
[pixel shader todo(sm<4)]
@ -121,7 +121,7 @@ float4 main() : sv_target
[test]
uniform 0 float 2
todo(sm<4 | glsl) draw quad
probe all rgba (8, 9, 10, 11)
probe (0, 0) rgba (8, 9, 10, 11)
[pixel shader todo(sm<4)]
@ -137,4 +137,4 @@ float4 main() : sv_target
[test]
uniform 0 float 3
todo(sm<4 | glsl) draw quad
probe all rgba (12, 13, 14, 15)
probe (0, 0) rgba (12, 13, 14, 15)

View File

@ -9,7 +9,7 @@ float4x1 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
row_major float1x4 main() : sv_target
@ -19,7 +19,7 @@ row_major float1x4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[rtv 0]
format r32 float
@ -45,10 +45,10 @@ row_major float4x1 main() : sv_target
[test]
todo(sm>=6 | glsl) draw quad
probe rtv 0 all r (1.0)
probe rtv 1 all r (2.0)
probe rtv 2 all r (3.0)
probe rtv 3 all r (4.0)
probe rtv 0 (0,0) r (1.0)
probe rtv 1 (0,0) r (2.0)
probe rtv 2 (0,0) r (3.0)
probe rtv 3 (0,0) r (4.0)
[pixel shader fail(sm>=6)]
float1x4 main() : sv_target
@ -58,10 +58,10 @@ float1x4 main() : sv_target
[test]
todo(sm>=6 | glsl) draw quad
probe rtv 0 all r (1.0)
probe rtv 1 all r (2.0)
probe rtv 2 all r (3.0)
probe rtv 3 all r (4.0)
probe rtv 0 (0,0) r (1.0)
probe rtv 1 (0,0) r (2.0)
probe rtv 2 (0,0) r (3.0)
probe rtv 3 (0,0) r (4.0)
[pixel shader fail]
void main(out float1x2 x : sv_target0, out float1x2 y : sv_target1)
@ -79,10 +79,10 @@ void main(out float1x2 x : sv_target0, out float1x2 y : sv_target2)
[test]
todo(sm>=6 | glsl) draw quad
probe rtv 0 all r (1.0)
probe rtv 1 all r (2.0)
probe rtv 2 all r (5.0)
probe rtv 3 all r (6.0)
probe rtv 0 (0,0) r (1.0)
probe rtv 1 (0,0) r (2.0)
probe rtv 2 (0,0) r (5.0)
probe rtv 3 (0,0) r (6.0)
[rtv 0]
format r32g32b32a32 float
@ -97,6 +97,6 @@ void main(out row_major float1x4 x : sv_target0, out float1x2 y : sv_target1)
[test]
todo(sm>=6 | glsl) draw quad
probe rtv 0 all rgba (1.0, 2.0, 3.0, 4.0)
probe rtv 1 all r (5.0)
probe rtv 2 all r (6.0)
probe rtv 0 (0,0) rgba (1.0, 2.0, 3.0, 4.0)
probe rtv 1 (0,0) r (5.0)
probe rtv 2 (0,0) r (6.0)

View File

@ -9,7 +9,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.7 -0.1 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.7, 2.1, 2.0, -1.0)
probe (0, 0) rgba (0.7, 2.1, 2.0, -1.0)
[pixel shader]
@ -25,7 +25,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.7 -0.1 0.4 0.8
todo(glsl) draw quad
probe all rgba (0.7, 0.8, 0.7, 0.2)
probe (0, 0) rgba (0.7, 0.8, 0.7, 0.2)
[pixel shader]
@ -40,7 +40,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (6.0, 5.0, 4.0, 5.0)
probe (0, 0) rgba (6.0, 5.0, 4.0, 5.0)
[pixel shader fail]
@ -65,7 +65,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.7 -0.1 0.0 0.0
todo(glsl) draw quad
probe all rgba (-0.1, 2.0, 1.0, -2.0)
probe (0, 0) rgba (-0.1, 2.0, 1.0, -2.0)
[pixel shader]
@ -81,7 +81,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.7 -0.1 0.4 0.8
todo(glsl) draw quad
probe all rgba (0.4, -0.1, -0.2, -0.1)
probe (0, 0) rgba (0.4, -0.1, -0.2, -0.1)
[require]
@ -98,7 +98,7 @@ uint4 main() : sv_target
[test]
uniform 0 uint4 1 2 0 0
todo(glsl) draw quad
probe all rgbaui (2, 1, 2, 1)
probe (0, 0) rgbaui (2, 1, 2, 1)
[pixel shader todo]
@ -112,4 +112,4 @@ int4 main() : sv_target
[test]
uniform 0 int4 -1 -2 0 0
todo(sm<6) draw quad
probe all rgbai (-1, -2, -1, -2)
probe (0, 0) rgbai (-1, -2, -1, -2)

View File

@ -18,7 +18,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (197.0, 218.0, 238.0, 257.0)
probe (0, 0) rgba (197.0, 218.0, 238.0, 257.0)
[pixel shader]
@ -37,7 +37,7 @@ shader model < 6.0
[test]
uniform 0 uint4 0 0 0 0
todo(glsl) draw quad
probe all rgbaui (0x7fff, 0xffff, 0, 0)
probe (0, 0) rgbaui (0x7fff, 0xffff, 0, 0)
[require]
shader model >= 6.0
@ -45,7 +45,7 @@ shader model >= 6.0
[test]
uniform 0 uint4 0 0 0 0
draw quad
probe all rgbaui (0x7fff, 0xffffffff, 0, 0)
probe (0, 0) rgbaui (0x7fff, 0xffffffff, 0, 0)
% The code d3dcompiler_47 produces for this appears correct, but the result
@ -65,8 +65,8 @@ uint4 main() : sv_target
uniform 0 uint4 0 0 0 0
uniform 4 uint 2
draw quad
probe all rgbaui (0x7fff, 0xffffffff, 0, 0)
probe (0, 0) rgbaui (0x7fff, 0xffffffff, 0, 0)
uniform 0 uint4 0 0 0 0
uniform 4 uint 0
draw quad
probe all rgbaui (1, 2, 0, 0)
probe (0, 0) rgbaui (1, 2, 0, 0)

View File

@ -12,7 +12,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (30.0, 70.0, 110.0, 150.0)
probe (0, 0) rgba (30.0, 70.0, 110.0, 150.0)
[pixel shader]
float4 main() : sv_target
@ -28,7 +28,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (90.0, 100.0, 110.0, 120.0)
probe (0, 0) rgba (90.0, 100.0, 110.0, 120.0)
[pixel shader]
float4 main() : sv_target
@ -44,7 +44,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (14.0, 38.0, 62.0, 86.0)
probe (0, 0) rgba (14.0, 38.0, 62.0, 86.0)
[pixel shader]
float4 main() : sv_target
@ -60,7 +60,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (38.0, 44.0, 50.0, 56.0)
probe (0, 0) rgba (38.0, 44.0, 50.0, 56.0)
[pixel shader]
float4 main() : sv_target
@ -75,7 +75,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (14.0, 32.0, 50.0, 0.0)
probe (0, 0) rgba (14.0, 32.0, 50.0, 0.0)
[pixel shader]
float4 main() : sv_target
@ -90,7 +90,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (30.0, 36.0, 42.0, 0.0)
probe (0, 0) rgba (30.0, 36.0, 42.0, 0.0)
[pixel shader]
float4 main() : sv_target
@ -106,7 +106,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (50.0, 60.0, 70.0, 80.0)
probe (0, 0) rgba (50.0, 60.0, 70.0, 80.0)
[pixel shader]
float4 main() : sv_target
@ -122,7 +122,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (50.0, 60.0, 70.0, 80.0)
probe (0, 0) rgba (50.0, 60.0, 70.0, 80.0)
[pixel shader]
float4 main() : sv_target
@ -138,7 +138,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (10.0, 20.0, 30.0, 40.0)
probe (0, 0) rgba (10.0, 20.0, 30.0, 40.0)
[pixel shader]
float4 main() : sv_target
@ -154,7 +154,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (10.0, 50.0, 90.0, 130.0)
probe (0, 0) rgba (10.0, 50.0, 90.0, 130.0)
[pixel shader]
float4 main() : sv_target
@ -170,7 +170,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (10.0, 20.0, 30.0, 40.0)
probe (0, 0) rgba (10.0, 20.0, 30.0, 40.0)
[pixel shader]
float4 main() : sv_target
@ -186,7 +186,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (10.0, 50.0, 90.0, 130.0)
probe (0, 0) rgba (10.0, 50.0, 90.0, 130.0)
[pixel shader]
float4 main() : sv_target
@ -202,7 +202,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (90.0, 100.0, 110.0, 120.0)
probe (0, 0) rgba (90.0, 100.0, 110.0, 120.0)
[pixel shader]
float4 main() : sv_target
@ -218,7 +218,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.0, 10.0, 15.0, 20.0)
probe (0, 0) rgba (5.0, 10.0, 15.0, 20.0)
[pixel shader]
float4 main() : sv_target
@ -234,7 +234,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
@ -250,7 +250,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (30.0, 70.0, 110.0, 150.0)
probe (0, 0) rgba (30.0, 70.0, 110.0, 150.0)
[pixel shader]
float4 main() : sv_target
@ -268,7 +268,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (83.0, 98.0, 113.0, 128.0)
probe (0, 0) rgba (83.0, 98.0, 113.0, 128.0)
[pixel shader]
float4 main() : sv_target
@ -286,7 +286,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (78.0, 96.0, 114.0, 0.0)
probe (0, 0) rgba (78.0, 96.0, 114.0, 0.0)
[pixel shader]
@ -301,7 +301,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (20.0, 14.0, 56.0, 41.0)
probe (0, 0) rgba (20.0, 14.0, 56.0, 41.0)
[pixel shader]
@ -316,4 +316,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.0, 11.0, 0.0, 0.0)
probe (0, 0) rgba (5.0, 11.0, 0.0, 0.0)

View File

@ -15,5 +15,5 @@ void main(out float4 o0 : sv_target0, out float4 o1 : sv_target1)
[test]
todo(glsl) draw quad
probe rtv 0 all rgba (0.1, 0.2, 0.3, 0.4)
probe rtv 1 all rgba (0.5, 0.6, 0.7, 0.8)
probe rtv 0 (0,0) rgba (0.1, 0.2, 0.3, 0.4)
probe rtv 1 (0,0) rgba (0.5, 0.6, 0.7, 0.8)

View File

@ -22,4 +22,4 @@ uniform 12 float4 0.4 0.0 0.0 0.0
uniform 16 float4 0.5 0.0 0.0 0.0
uniform 20 float4 0.6 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.4, 0.1, 0.6, 0.3)
probe (0, 0) rgba (0.4, 0.1, 0.6, 0.3)

View File

@ -24,7 +24,7 @@ float4 main(nointerpolation float4 t : texcoord) : sv_target
[test]
todo(glsl) draw triangle list 3
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
@ -51,7 +51,7 @@ float4 main(ps_input input) : sv_target
[test]
todo(glsl) draw triangle list 3
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
@ -78,7 +78,7 @@ float4 main(nointerpolation ps_input input) : sv_target
[test]
todo(glsl) draw triangle list 3
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
@ -105,7 +105,7 @@ float4 main(centroid ps_input input) : sv_target
[test]
todo(glsl) draw triangle list 3
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader]
struct ps_input
@ -136,7 +136,7 @@ shader model < 6.0
[test]
todo(glsl) draw triangle list 3
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)
% Centroid for SM 6.
[require]

View File

@ -13,16 +13,16 @@ uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 0 0 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
uniform 12 float4 1 0 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 12 float4 0 1 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 12 float4 1 1 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (9.0, 10.0, 11.0, 12.0)
probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)
[pixel shader]
@ -37,16 +37,16 @@ float4 main() : SV_TARGET
[test]
uniform 0 float 0
todo(glsl) draw quad
probe all rgba (11.0, 11.0, 11.0, 11.0)
probe (0, 0) rgba (11.0, 11.0, 11.0, 11.0)
uniform 0 float 1
todo(glsl) draw quad
probe all rgba (12.0, 12.0, 12.0, 12.0)
probe (0, 0) rgba (12.0, 12.0, 12.0, 12.0)
uniform 0 float 2
todo(glsl) draw quad
probe all rgba (13.0, 13.0, 13.0, 13.0)
probe (0, 0) rgba (13.0, 13.0, 13.0, 13.0)
uniform 0 float 3
todo(glsl) draw quad
probe all rgba (14.0, 14.0, 14.0, 14.0)
probe (0, 0) rgba (14.0, 14.0, 14.0, 14.0)
[pixel shader todo(sm<4)]
@ -62,7 +62,7 @@ float4 main() : sv_target
[test]
uniform 0 float 2.3
todo(sm<4 | glsl) draw quad
probe all rgba (3, 3, 3, 3)
probe (0, 0) rgba (3, 3, 3, 3)
[pixel shader todo(sm<4)]
@ -78,16 +78,16 @@ float4 main() : SV_TARGET
[test]
uniform 0 float 0
todo(sm<4 | glsl) draw quad
probe all rgba (21.0, 1.0, 24.0, 0.0)
probe (0, 0) rgba (21.0, 1.0, 24.0, 0.0)
uniform 0 float 1
todo(sm<4 | glsl) draw quad
probe all rgba (22.0, 0.0, 23.0, 1.0)
probe (0, 0) rgba (22.0, 0.0, 23.0, 1.0)
uniform 0 float 2
todo(sm<4 | glsl) draw quad
probe all rgba (23.0, 1.0, 22.0, 0.0)
probe (0, 0) rgba (23.0, 1.0, 22.0, 0.0)
uniform 0 float 3
todo(sm<4 | glsl) draw quad
probe all rgba (24.0, 0.0, 21.0, 1.0)
probe (0, 0) rgba (24.0, 0.0, 21.0, 1.0)
[pixel shader todo(sm<4)]
@ -103,16 +103,16 @@ float4 main() : sv_target
[test]
uniform 0 float4 0 0 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
uniform 0 float4 1 0 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 0 float4 0 1 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 0 float4 1 1 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (9.0, 10.0, 11.0, 12.0)
probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)
[pixel shader todo(sm<4)]
@ -131,7 +131,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0 0 2.4 0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 120.0, 90.0, 4.0)
probe (0, 0) rgba (1.0, 120.0, 90.0, 4.0)
% SM1 doesn't support relative addressing if it is used in a l-value.
@ -156,15 +156,15 @@ float4 main() : sv_target
uniform 0 int 0
uniform 1 int 0
todo(glsl) draw quad
probe all rgba (100, 6, 7, 8)
probe (0, 0) rgba (100, 6, 7, 8)
uniform 0 int 2
uniform 1 int 2
todo(glsl) draw quad
probe all rgba (5, 6, 100, 8)
probe (0, 0) rgba (5, 6, 100, 8)
uniform 0 int 1
uniform 1 int 3
todo(glsl) draw quad
probe all rgba (5, 6, 7, 4)
probe (0, 0) rgba (5, 6, 7, 4)
[pixel shader]
@ -193,7 +193,7 @@ uniform 4 float4 5 6 7 8
uniform 8 int 3
uniform 9 int 4
todo(glsl) draw quad
probe all rgba (1126, 3344, 5566, 3788)
probe (0, 0) rgba (1126, 3344, 5566, 3788)
[pixel shader]
@ -213,7 +213,7 @@ float4 main() : sv_target
uniform 0 uint 1
uniform 1 uint 0x40a00000
todo(glsl) draw quad
probe all rgba (1, 5, 3, 4)
probe (0, 0) rgba (1, 5, 3, 4)
[require]
@ -244,6 +244,6 @@ uniform 12 float 4.0
uniform 16 uint4 3 1 0 2
uniform 20 uint4 0 3 1 2
todo(sm<4 | glsl) draw quad
if(sm<4) todo probe all rgba (1.0, 1.0, 1.0, 1.0)
if(sm>=4 & sm<6) todo probe all rgba (4.0, 4.0, 4.0, 4.0)
if(sm>=6) probe all rgba (4.0, 3.0, 2.0, 1.0)
if(sm<4) todo probe (0,0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm>=4 & sm<6) todo probe (0,0) rgba (4.0, 4.0, 4.0, 4.0)
if(sm>=6) probe (0,0) rgba (4.0, 3.0, 2.0, 1.0)

View File

@ -9,7 +9,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
todo(glsl) draw quad
probe all rgba (0.272165537, 0.408248305, 0.544331074, 0.680413842) 2
probe (0, 0) rgba (0.272165537, 0.408248305, 0.544331074, 0.680413842) 2
[pixel shader]
uniform float3 x;
@ -22,7 +22,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 3.0 4.0 0.0
todo(glsl) draw quad
probe all rgba (0.371390700, 0.557086051, 0.742781401, 0.0) 1
probe (0, 0) rgba (0.371390700, 0.557086051, 0.742781401, 0.0) 1
[pixel shader]
uniform float2 x;
@ -35,7 +35,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 3.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.554700196, 0.832050323, 0.0, 0.0) 1
probe (0, 0) rgba (0.554700196, 0.832050323, 0.0, 0.0) 1
[pixel shader]
uniform float1 x;
@ -48,7 +48,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
uniform float x;
@ -61,7 +61,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader fail]
uniform float1x3 x;

View File

@ -7,7 +7,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (71.0, 72.0, 73.0, 75.0)
probe (0, 0) rgba (71.0, 72.0, 73.0, 75.0)
[pixel shader]
@ -30,4 +30,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 5.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 5.0)

View File

@ -7,7 +7,7 @@ vector main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
float4 main() : sv_target
@ -18,7 +18,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
float4 main() : sv_target
@ -29,7 +29,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 0.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 0.0)
[pixel shader fail]
vector main() : sv_target
@ -57,7 +57,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
[pixel shader]
float4 main() : sv_target
@ -69,7 +69,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 0.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 0.0)
[pixel shader fail(sm<6)]
float4 main() : sv_target

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