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vkd3d/tests/hlsl/cast-to-half.shader_test
2025-04-09 16:20:53 +02:00

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[pixel shader]
uniform int i;
uniform uint u;
uniform bool b;
uniform float f;
float4 main() : sv_target
{
return float4(((half)i) + 1.5, ((half)u) - 2.5, ((half)b) / 2, f);
}
[test]
if(sm<4) uniform 0 float -1
if(sm<4) uniform 4 float 3
if(sm<4) uniform 8 float 1
if(sm<4) uniform 12 float 0.5
if(sm>=4) uniform 0 int -1
if(sm>=4) uniform 1 uint 3
if(sm>=4) uniform 2 int -2
if(sm>=4) uniform 3 float 0.5
draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader]
float4 main() : sv_target
{
int i = -1;
uint u = 3;
bool b = true;
float f = 0.5;
return float4(((half)i) + 1.5, ((half)u) - 2.5, ((half)b) / 2, f);
}
[test]
draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
[require]
shader model >= 6.2
native-16-bit
[pixel shader]
uniform float4 f;
float4 main() : sv_target
{
half4 h = f;
return h * half4(2.0, 2.0, 0.5, 0.5);
}
[test]
uniform 0 float4 65536.0 32768.0 65536.0 32768.0
draw quad
% The shader runner doesn't support floating-point special literals like "inf",
% but numbers beyond FLOAT_MAX consistently result in inf.
probe (0, 0) rgba(1.0e39, 1.0e39, 1.0e39, 16384.0)
uniform 0 float4 -65536.0 -32768.0 -65536.0 -32768.0
draw quad
probe (0, 0) rgba(-1.0e39, -1.0e39, -1.0e39, -16384.0)
uniform 0 float4 0.000062 5.0e-8 0.000062 5.0e-8
draw quad
probe (0, 0) rgba(0.00012397766, 1.1920929e-7, 0.000030994415, 0.0) 1
uniform 0 float4 -0.000062 -5.0e-8 -0.000062 -5.0e-8
draw quad
probe (0, 0) rgba(-0.00012397766, -1.1920929e-7, -0.000030994415, 0.0) 1