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https://gitlab.winehq.org/wine/vkd3d.git
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6a8939e19f
These tests should actually compile and run in SM1, which is possible if we pass the int and uint uniforms in the expected IEEE 754 float format for SM1 shaders. Also, bools should be passed as 1.0f or 0.0f to SM1.
66 lines
1.1 KiB
Plaintext
66 lines
1.1 KiB
Plaintext
[pixel shader]
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uniform float4 x;
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uniform float4 y;
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uniform float4 s;
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float4 main() : SV_TARGET
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{
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return lerp(x, y, s);
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}
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[test]
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uniform 0 float4 2.0 3.0 4.0 5.0
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uniform 4 float4 0.0 -10.0 10.0 100.0
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uniform 8 float4 0.0 1.0 -1.0 0.75
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draw quad
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probe all rgba (2.0, -10.0, -2.0, 76.25)
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[pixel shader todo(sm<4)]
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uniform int4 x;
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uniform int4 y;
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uniform int4 s;
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float4 main() : SV_TARGET
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{
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return lerp(x, y, s);
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}
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[test]
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if(sm<4) uniform 0 float4 2 3 4 0
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if(sm<4) uniform 4 float4 0 -10 10 1000000
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if(sm<4) uniform 8 float4 0 1 -1 1000000
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if(sm>=4) uniform 0 int4 2 3 4 0
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if(sm>=4) uniform 4 int4 0 -10 10 1000000
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if(sm>=4) uniform 8 int4 0 1 -1 1000000
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todo(sm<4) draw quad
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probe all rgba (2.0, -10.0, -2.0, 1e12)
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[pixel shader]
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float4 main() : sv_target
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{
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float3x2 a = {6, 5, 4, 3, 2, 1};
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float2x3 b = {1, 2, 3, 4.2, 5.2, 6.2};
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float3x4 c = 2.4;
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float2x2 r = lerp(a, b, c);
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return float4(r);
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}
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[test]
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draw quad
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probe all rgba (-6.0, -2.2, 4.48, 8.28) 1
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[pixel shader fail]
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float4 main() : sv_target
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{
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float2x2 a = {0, 1, 2, 3};
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float2x2 b = {1, 2, 3, 4};
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float4 c = {0.5, 0.5, 0.5, 0.5};
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lerp(a, b, c);
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return 0;
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}
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