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tests: Adjust arithmetic-int.shader_test to pass with 1.x.
Pixel shader 1.x constants must be between -1 and 1, or they will be clamped, even constants defined in the shader. Also mark 1.x-specific features if any.
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Notes:
Henri Verbeet
2025-01-22 15:03:30 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1324
@ -4,12 +4,12 @@ float4 main() : SV_TARGET
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int x = 5;
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int x = 5;
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int y = 15;
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int y = 15;
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return float4(x + y, x - y, x * y, x / y);
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return float4(x + y, x - y, x * y, x / y) / 100.0;
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}
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}
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[test]
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[test]
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draw quad
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draw quad
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probe (0, 0) rgba (20.0, -10.0, 75.0, 0.0)
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probe (0, 0) rgba (0.20, -0.10, 0.75, 0.0) 1
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[pixel shader]
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[pixel shader]
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float4 main() : SV_TARGET
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float4 main() : SV_TARGET
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@ -17,12 +17,12 @@ float4 main() : SV_TARGET
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int x = 5;
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int x = 5;
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int y = 15;
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int y = 15;
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return float4(x % y, +x, -x, y / x);
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return float4(x % y, +x, -x, y / x) / 10.0;
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}
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}
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[test]
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[test]
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draw quad
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draw quad
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probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
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probe (0, 0) rgba (0.5, 0.5, -0.5, 0.3)
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[pixel shader]
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[pixel shader]
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float4 main() : SV_TARGET
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float4 main() : SV_TARGET
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@ -30,12 +30,12 @@ float4 main() : SV_TARGET
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int x = 42;
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int x = 42;
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int y = 5;
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int y = 5;
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return float4(x / y, -x / y, x / -y, -x / -y);
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return float4(x / y, -x / y, x / -y, -x / -y) / 10.0;
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}
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}
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[test]
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[test]
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draw quad
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draw quad
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probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
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probe (0, 0) rgba (0.8, -0.8, -0.8, 0.8)
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[pixel shader]
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[pixel shader]
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float4 main() : SV_TARGET
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float4 main() : SV_TARGET
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@ -43,12 +43,12 @@ float4 main() : SV_TARGET
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int x = 42;
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int x = 42;
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int y = 5;
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int y = 5;
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return float4(x % y, -x % y, x % -y, -x % -y);
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return float4(x % y, -x % y, x % -y, -x % -y) / 10.0;
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}
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}
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[test]
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[test]
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draw quad
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draw quad
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probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
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probe (0, 0) rgba (0.2, -0.2, 0.2, -0.2)
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[pixel shader]
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[pixel shader]
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float4 main() : SV_TARGET
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float4 main() : SV_TARGET
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@ -56,12 +56,12 @@ float4 main() : SV_TARGET
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int x = 45;
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int x = 45;
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int y = 5;
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int y = 5;
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return float4(x / y, -x / y, x / -y, -x / -y);
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return float4(x / y, -x / y, x / -y, -x / -y) / 10.0;
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}
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}
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[test]
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[test]
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draw quad
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draw quad
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probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
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probe (0, 0) rgba (0.9, -0.9, -0.9, 0.9) 1
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[pixel shader]
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[pixel shader]
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float4 main() : SV_TARGET
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float4 main() : SV_TARGET
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@ -76,8 +76,7 @@ float4 main() : SV_TARGET
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draw quad
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draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail(sm<6)]
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[pixel shader fail(sm>=2&sm<6)]
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// On SM1 this gives hr 0x88760b59.
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float4 main() : SV_TARGET
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float4 main() : SV_TARGET
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{
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{
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int x = 1;
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int x = 1;
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@ -90,8 +89,8 @@ float4 main() : SV_TARGET
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draw quad
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draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail(sm<6)]
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% Allowed regardless of shader model on 31 and below
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// On SM1 this gives hr 0x88760b59.
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[pixel shader fail(sm>=2&sm<6)]
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float4 main() : SV_TARGET
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float4 main() : SV_TARGET
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{
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{
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int x = 1;
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int x = 1;
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@ -106,7 +105,8 @@ probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[require]
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[require]
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shader model >= 4.0
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% Skip 1.x because of clamping.
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shader model >= 2.0
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[pixel shader]
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[pixel shader]
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float4 main() : SV_TARGET
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float4 main() : SV_TARGET
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@ -119,7 +119,8 @@ float4 main() : SV_TARGET
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[test]
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[test]
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draw quad
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draw quad
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if(sm<6) probe (0,0) rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
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if(sm<4) todo probe (0,0) rgba ( 2147483648.0, 2147483648.0, 2147483648.0, 2147483648.0)
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if(sm>=4&sm<6) probe (0,0) rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
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if(sm>=6) probe (0,0) rgba (0.0, 0.0, 0.0, 0.0)
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if(sm>=6) probe (0,0) rgba (0.0, 0.0, 0.0, 0.0)
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