mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
356 lines
7.0 KiB
Plaintext
356 lines
7.0 KiB
Plaintext
[pixel shader]
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float4 main() : sv_target
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{
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float x = 1.0;
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float y = 2.0;
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return float4(x + y, 0.0, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (3.0, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float1 x = float1(1.0);
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float2 y = float2(1.0, 2.0);
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return float4(x + y, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float1 x = float1(1.0);
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float4 y = float4(1.0, 2.0, 3.0, 4.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float2 x = float2(1.0, 2.0);
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float4 y = float4(1.0, 2.0, 3.0, 4.0);
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return float4(x + y, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float x = 1.0;
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float1 y = float1(1.0);
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return float4(x + y, y + x, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 2.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float x = 1.0;
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float4 y = float4(1.0, 2.0, 3.0, 4.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4 x = float4(1.0, 2.0, 3.0, 4.0);
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float y = 1.0;
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float2x2 x = float2x2(1.0, 2.0,
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3.0, 4.0);
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float2x3 y = float2x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 7.0, 9.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float2x3 x = float2x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0);
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float2x2 y = float2x2(1.0, 2.0,
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3.0, 4.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 7.0, 9.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 7.0, 12.0, 17.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 7.0, 12.0, 17.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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float2x3 y = float2x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0);
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return float4((x + y)[0], 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float2x3 x = float2x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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return float4((x + y)[1], 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (9.0, 11.0, 13.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4 x = float4(1.0, 2.0, 3.0, 4.0);
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float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
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float4 y = float4(1.0, 2.0, 3.0, 4.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4 x = float4(1.0, 2.0, 3.0, 4.0);
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float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
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float4 y = float4(1.0, 2.0, 3.0, 4.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4 x = float4(1.0, 2.0, 3.0, 4.0);
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float2x2 y = float2x2(1.0, 2.0,
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3.0, 4.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float2x2 x = float2x2(1.0, 2.0,
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3.0, 4.0);
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float4 y = float4(1.0, 2.0, 3.0, 4.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float1 x = float1(1.0);
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float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
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float1 y = float1(1.0);
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return x + y;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float2 x = float2(1.0, 2.0);
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float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
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return float4(x + y, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
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float2 y = float2(1.0, 2.0);
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return float4(x + y, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float x = 1.0;
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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return (x + y)[0];
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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9.0, 10.0, 11.0, 12.0,
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13.0, 14.0, 15.0, 16.0);
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float y = 1.0;
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return (x + y)[1];
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (6.0, 7.0, 8.0, 9.0)
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