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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
1c73513425
At the current moment this is a little odd because for SM1 [test] directives are skipped, and the [shader] directives are not executed by the shader_runner_vulkan.c:compile_shader() but by the general shader_runner.c:compile_shader(). So in principle it is a little weird that we go through the vulkan runner. But fret not, because in the future we plan to make the parser agnostic to the language of the tests, so we will get rid of the general shader_runner.c:compile_shader() function and instead call a runner->compile_shader() function, defined for each runner. Granted, most of these may call a generic implementation that uses native compiler in Windows, and vkd3d-shader on Linux, but it would be more conceptually correct.
199 lines
3.3 KiB
Plaintext
199 lines
3.3 KiB
Plaintext
[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x + y, x - y, x * y, x / y);
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}
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[test]
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uniform 0 float4 5.0 16.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (21.0, -11.0, 80.0, 0.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x % y, +x, -x, y / x);
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}
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[test]
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uniform 0 float4 5.0 16.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (5.0, 5.0, -5.0, 3.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x / y, -x / y, x / -y, -x / -y);
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}
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (8.0, -8.0, -8.0, 8.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (2.0, -2.0, 2.0, -2.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x / y, -x / y, x / -y, -x / -y);
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}
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (9.0, -9.0, -9.0, 9.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<4)]
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uniform float4 a;
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float4 main() : SV_TARGET
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{
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return abs(int4(a));
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}
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[test]
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uniform 0 float4 5.0 -7.0 0.0 -10.0
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todo(sm<4) draw quad
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probe all rgba (5.0, 7.0, 0.0, 10.0)
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[pixel shader todo(sm<4)]
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uniform float4 a;
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uniform float4 b;
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float4 main() : sv_target
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{
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int2 x = a.xz;
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int2 y = a.yw;
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int2 z = b.xy;
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int2 w = b.zw;
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return float4(x / y, z % w);
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}
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[test]
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uniform 0 float4 45.0 5.0 50.0 10.0
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uniform 4 float4 3.0 8.0 2.0 5.0
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todo(sm<4) draw quad
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probe all rgba (9.0, 5.0, 1.0, 3.0)
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[require]
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shader model >= 6.0
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int64
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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int64_t x = a.x;
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int64_t y = a.y;
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return float4(x + y, x - y, x * (y >> 4), x / y);
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}
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[test]
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uniform 0 int64_t2 5000000000 16000000000
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draw quad
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probe all rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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int64_t x = a.x;
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int64_t y = a.y;
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return float4(x % y, +x, -x, y / x);
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}
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[test]
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uniform 0 int64_t2 5000000000 16000000000
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draw quad
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probe all rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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int64_t x = a.x;
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int64_t y = a.y;
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return float4(x / y, -x / y, x / -y, -x / -y);
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}
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[test]
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uniform 0 int64_t2 42000000000 5000000000
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draw quad
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probe all rgba (8.0, -8.0, -8.0, 8.0)
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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int64_t x = a.x;
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int64_t y = a.y;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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uniform 0 int64_t2 42000000000 5000000000
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draw quad
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probe all rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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return float4(abs(a), 0, 0);
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}
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[test]
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uniform 0 int64_t2 5000000000 -7000000000
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draw quad
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probe all rgba (5.0e9, 7.0e9, 0.0, 0.0)
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