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tests: Use SM1-compatible uniform layouts in shader tests.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1,7 +1,7 @@
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[pixel shader]
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float4 main(uniform float u, uniform float v, uniform float w) : sv_target
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float4 main(uniform float3 u) : sv_target
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{
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return float4(clamp(u, v, w), clamp(0.9, v, w), clamp(u, -0.5, w), clamp(0.6, -0.4, 0.3));
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return float4(clamp(u.x, u.y, u.z), clamp(0.9, u.y, u.z), clamp(u.x, -0.5, u.z), clamp(0.6, -0.4, 0.3));
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}
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[test]
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@ -9,12 +9,13 @@ void sub(float a, uniform float b, in float c, uniform in float d, out float4 o)
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sub2(float4(a, b, c, d), o);
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}
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void main(in uniform float a, uniform float b, out float4 o : sv_target)
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void main(in uniform float4 a, uniform float4 b, out float4 o : sv_target)
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{
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sub(a, b, 0.3, 0.4, o);
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sub(a.x, b.x, 0.3, 0.4, o);
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}
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[test]
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uniform 0 float4 0.1 0.2 0.0 0.0
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uniform 0 float4 0.1 0.0 0.0 0.0
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uniform 4 float4 0.2 0.0 0.0 0.0
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draw quad
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probe all rgba (0.1, 0.2, 0.3, 0.4)
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@ -1,7 +1,7 @@
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[pixel shader]
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float4 main(uniform float u, uniform float v, uniform float w, uniform float x,
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uniform float y, uniform float z) : SV_TARGET
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float4 main(uniform float4 a, uniform float2 b) : SV_TARGET
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{
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float u = a.x, v = a.y, w = a.z, x = a.w, y = b.x, z = b.y;
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return float4(x * y - z / w + --u / -v,
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z * x / y + w / -v,
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u + v - w,
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@ -1,7 +1,7 @@
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[pixel shader]
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float4 main(uniform float u, uniform float v) : sv_target
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float4 main(uniform float2 u) : sv_target
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{
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return float4(max(u, v), max(2, 2.1), max(true, 2), max(-1, -1));
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return float4(max(u.x, u.y), max(2, 2.1), max(true, 2), max(-1, -1));
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}
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[test]
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@ -10,11 +10,11 @@ draw quad
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probe all rgba (0.7, 2.1, 2.0, -1.0)
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[pixel shader]
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float4 main(uniform float2 u, uniform float2 v) : sv_target
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float4 main(uniform float4 u) : sv_target
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{
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float3 a = float3(-0.1, 0.2, 0.3);
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return float4(max(u, v), max(a, u));
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return float4(max(u.xy, u.zw), max(a, u.xy));
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}
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[test]
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@ -1,7 +1,7 @@
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[pixel shader]
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float4 main(uniform float2 u, uniform float2 v) : sv_target
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float4 main(uniform float4 u) : sv_target
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{
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return float4(pow(u.y, 3), pow(u, v), pow(0.5, v.y));
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return float4(pow(u.y, 3), pow(u.xy, u.zw), pow(0.5, u.w));
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}
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[test]
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