vkd3d/tests/swizzle-constant-prop.shader_test
Francisco Casas 337b4c5db0 tests: Test constant propagation through swizzles.
The Load() method offsets are used for these tests since these must
solve to constants in order to pass.
2023-01-24 18:10:38 +01:00

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% The texel offset argument to Load() must resolve to a constant integer;
% make sure that we can do so.
[require]
shader model >= 4.0
[texture 0]
size (4, 4)
1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4
5 5 5 5 6 6 6 6 7 7 7 7 8 8 8 8
9 9 9 9 10 10 10 10 11 11 11 11 12 12 12 12
13 13 13 13 14 14 14 14 14 15 15 15 16 16 16 16
[pixel shader todo]
Texture2D tex;
uniform int i;
float4 main() : sv_target
{
int4 a = {1, 2, i, i};
return 100 * a + tex.Load(int3(0, 0, 0), a.xy);
}
[test]
uniform 0 int 4
todo draw quad
todo probe all rgba (110, 210, 410, 410)
[pixel shader todo]
Texture2D tex;
uniform int i;
float4 main() : sv_target
{
int4 a = {0, 1, 2, i};
int4 b = a.yxww;
int3 c = b.wyx;
return 100 * b + tex.Load(int3(0, 0, 0), c.yz);
}
[test]
uniform 0 int 3
todo draw quad
todo probe all rgba (105, 5, 305, 305)
[pixel shader todo]
Texture2D tex;
uniform int i;
float4 main() : sv_target
{
int4 a = {1, 2, 3, i};
return tex.Load(int3(0, 0, 0), a.wzxx.yxw.zx);
}
[test]
uniform 0 int 1
todo draw quad
todo probe all rgba (14.0, 14.0, 14.0, 14.0)