mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-09-12 18:50:22 -07:00
113 lines
2.1 KiB
Plaintext
113 lines
2.1 KiB
Plaintext
[pixel shader]
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uniform float4 x;
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uniform float4 y;
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float4 main() : sv_target
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{
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return distance(x, y);
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}
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[test]
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uniform 0 float4 -2.0 3.0 4.0 0.1
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uniform 4 float4 2.0 -1.0 4.0 5.0
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draw quad
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probe (0, 0) rgba (7.483983, 7.483983, 7.483983, 7.483983) 1
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[pixel shader]
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uniform int4 x;
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uniform int4 y;
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float4 main() : sv_target
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{
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return distance(x, y);
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}
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[pixel shader]
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uniform float4 src0;
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uniform float4 src1;
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float4 main() : SV_TARGET
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{
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return dst(src0, src1);
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}
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[test]
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uniform 0 float4 16 32 48 64
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uniform 4 float4 1.0 0.5 0.25 0.125
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draw quad
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probe (0, 0) rgba (1.0, 16.0, 48.0, 0.125)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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return dst(int4(1, 2, 3, 4), int4(20, 40, 60, 80));
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}
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[test]
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% DXC generates very strange code here, the first component is emitted with:
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% call void @dx.op.storeOutput.f32(i32 5, i32 0, i32 0, i8 0,
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% float sitofp (ppc_fp128 0xM3FF00000000000000000000000000000 to float))
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% I don't know what's going on here, but the downstream compilers clearly don't
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% like it: NVIDIA fails to create the PSO, AMD returns zero (instead of expected
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% one) and WARP loses the device; it's not our bug, we can ignore it.
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if(sm<6) draw quad
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if(sm<6) probe (0, 0) rgba(1.0, 80.0, 3.0, 80.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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return dst(76.0, 4.0);
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}
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[test]
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draw quad
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probe (0, 0) rgba (1.0, 304.0, 76.0, 4.0)
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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float2 bad_size = 0;
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dst(bad_size, bad_size);
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return float4(1, 2, 3, 4);
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}
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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float4x4 bad_size = 0;
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dst(bad_size, bad_size);
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return float4(1, 2, 3, 4);
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}
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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float4x1 bad_size = 0;
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dst(bad_size, bad_size);
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return float4(1, 2, 3, 4);
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}
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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float1x4 bad_size = 0;
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dst(bad_size, bad_size);
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return float4(1, 2, 3, 4);
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}
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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float1x1 bad_size = 0;
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dst(bad_size, bad_size);
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return float4(1, 2, 3, 4);
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}
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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float1 bad_size = 0;
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dst(bad_size, bad_size);
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return float4(1, 2, 3, 4);
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}
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