mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
86c35fc79d
Some intrinsics have different rules for the allowed data types than expressions: - Vectors and matrices at the same time are not allowed, regardless of their dimensions. Even if they have the same number of components. - Any combination of matrices is always allowed, even those when no matrix fits inside another, e.g.: float2x3 is compatible with float3x2, resulting in float 2x2. The common data type is the min on each dimension. This is the case for max, pow, ldexp, clamp and smoothstep; which suggest that it is the case for all intrinsics where the operation is applied element-wise. Tests for mul() are also added as a counter-example where the operation is not element-wise.
65 lines
1.0 KiB
Plaintext
65 lines
1.0 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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[require]
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shader model >= 4.0
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[pixel shader]
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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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uniform 0 int4 2 3 4 0
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uniform 4 int4 0 -10 10 1000000
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uniform 8 int4 0 1 -1 1000000
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draw quad
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probe all rgba (2.0, -10.0, -2.0, 1e12)
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[pixel shader todo]
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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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todo draw quad
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todo probe all rgba (-6.0, -2.2, 4.48, 8.28)
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[pixel shader fail todo]
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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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