mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
182 lines
2.9 KiB
Plaintext
182 lines
2.9 KiB
Plaintext
[pixel shader]
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float4 main() : SV_TARGET
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{
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float x = 5.0;
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float y = 15.0;
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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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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float x = 5.0;
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float y = 15.0;
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float zero = 0.0;
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return float4(x > y, x >= y, !x, !zero);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float zero = 0.0;
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float one = 1.0;
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return float4(zero && zero, zero && one, one && zero, one && one);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float zero = 0.0;
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float one = 1.0;
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return float4(zero || zero, zero || one, one || zero, one || one);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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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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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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int zero = 0;
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return float4(x > y, x >= y, !x, !zero);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero && zero, zero && one, one && zero, one && one);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero || zero, zero || one, one || zero, one || one);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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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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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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uint zero = 0;
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return float4(x > y, x >= y, !x, !zero);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero && zero, zero && one, one && zero, one && one);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero || zero, zero || one, one || zero, one || one);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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int a, b;
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float4 main() : SV_TARGET
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{
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return float4(!(a && b), !!(a || b), !!!a, !(a < b));
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}
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[test]
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if(sm<4) uniform 0 float 5
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if(sm<4) uniform 4 float 0
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if(sm>=4) uniform 0 int 5
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if(sm>=4) uniform 1 int 0
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todo(glsl) draw quad
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probe all rgba (1.0, 1.0, 0.0, 1.0)
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if(sm<4) uniform 0 float -1
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if(sm<4) uniform 4 float 3
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if(sm>=4) uniform 0 int -1
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if(sm>=4) uniform 1 int 3
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 0.0, 0.0)
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