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.
321 lines
7.2 KiB
Plaintext
321 lines
7.2 KiB
Plaintext
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[pixel shader]
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float4 main(float4 pos : sv_position) : 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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float4 y = float4(1.0, 2.0, 3.0, 4.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (30.0, 70.0, 110.0, 150.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : 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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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 mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (90.0, 100.0, 110.0, 120.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : 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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float3 y = float3(1.0, 2.0, 3.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (14.0, 38.0, 62.0, 86.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float3 x = float3(1.0, 2.0, 3.0);
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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 mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (38.0, 44.0, 50.0, 56.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float3x3 x = float3x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0,
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7.0, 8.0, 9.0);
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float4 y = float4(1.0, 2.0, 3.0, 4.0);
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return float4(mul(x, y), 0.0);
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}
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[test]
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draw quad
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probe all rgba (14.0, 32.0, 50.0, 0.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : 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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float3x3 y = float3x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0,
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7.0, 8.0, 9.0);
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return float4(mul(x, y), 0.0);
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}
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[test]
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draw quad
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probe all rgba (30.0, 36.0, 42.0, 0.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float x = 10.0;
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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 mul(x, y)[1];
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}
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[test]
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draw quad
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probe all rgba (50.0, 60.0, 70.0, 80.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : 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 = 10.0;
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return mul(x, y)[1];
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}
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[test]
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draw quad
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probe all rgba (50.0, 60.0, 70.0, 80.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float1 x = float1(10.0);
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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 mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (10.0, 20.0, 30.0, 40.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : 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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float1 y = float1(10.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (10.0, 50.0, 90.0, 130.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float1x1 x = float1x1(10.0);
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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 mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (10.0, 20.0, 30.0, 40.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : 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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float1x1 y = float1x1(10.0);
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return mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (10.0, 50.0, 90.0, 130.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : 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 mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (90.0, 100.0, 110.0, 120.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : 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 mul(x, y)[1];
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}
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[test]
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draw quad
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probe all rgba (5.0, 10.0, 15.0, 20.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : 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 mul(x, y)[1];
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}
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[test]
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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(float4 pos : sv_position) : 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 mul(x, y);
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}
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[test]
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draw quad
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probe all rgba (30.0, 70.0, 110.0, 150.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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float3x3 x = float3x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0,
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7.0, 8.0, 9.0);
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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 mul(x, y)[1];
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}
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[test]
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draw quad
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probe all rgba (83.0, 98.0, 113.0, 128.0)
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[pixel shader]
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float4 main(float4 pos : sv_position) : 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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float3x3 y = float3x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0,
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7.0, 8.0, 9.0);
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return float4(mul(x, y)[1], 0.0);
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}
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[test]
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draw quad
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probe all rgba (78.0, 96.0, 114.0, 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 a = float2x3(1, 2, 3, 4, 5, 6);
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float3x2 b = float3x2(6, 5, 4, 3, 2, 1);
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float2x2 r = mul(a, b);
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return float4(r);
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}
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[test]
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draw quad
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probe all rgba (20.0, 14.0, 56.0, 41.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float2x2 a = float2x2(1, 2, 3, 4);
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float2 b = float2(1, 2);
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float2 r = mul(a, b);
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return float4(r, 0, 0);
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}
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[test]
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draw quad
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probe all rgba (5.0, 11.0, 0.0, 0.0)
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