vkd3d/tests/hlsl/ldexp.shader_test

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[pixel shader]
uniform float4 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return ldexp(x, y);
}
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
uniform 4 float4 0.0 -10.0 10.0 100.0
todo(glsl) draw quad
probe all rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2
[pixel shader]
uniform int4 x;
uniform int4 y;
float4 main() : SV_TARGET
{
return ldexp(x, y);
}
[test]
if(sm<4) uniform 0 float4 2 3 4 5
if(sm<4) uniform 4 float4 0 -10 10 100
if(sm>=4) uniform 0 int4 2 3 4 5
if(sm>=4) uniform 4 int4 0 -10 10 100
todo(glsl) draw quad
probe all rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2
[pixel shader]
float4 main() : sv_target
{
float2x3 a = {1, 2, 3, 4, 5, 6};
float3x2 b = {6, 5, 4, 3, 2, 1};
float2x2 r = ldexp(a, b);
return float4(r);
}
[test]
todo(glsl) draw quad
probe all rgba (64.0, 64.0, 64.0, 40.0)
[pixel shader fail]
float4 main() : sv_target
{
float2x2 a = {1, 2, 3, 4};
float1 b = {2};
ldexp(a, b);
return 0;
}