vkd3d/tests/hlsl/expr-indexing.shader_test

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[pixel shader]
float4 a, b;
float4 main() : sv_target
{
return (a + b)[1];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe (0, 0) rgba (8.0, 8.0, 8.0, 8.0)
[pixel shader]
float4 a, b;
float i;
float4 main() : sv_target
{
return (a + b)[i];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float 2
todo(glsl) draw quad
probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0)
[pixel shader]
float4 a;
float4 main() : sv_target
{
return a.wyxz[3];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
draw quad
probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
[pixel shader]
float4 a;
float i;
float4 main() : sv_target
{
return a.wyxz[i];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float 0
todo(glsl) draw quad
probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
uniform 4 float 2
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 a;
float4 foo()
{
return a;
}
float4 main() : sv_target
{
return foo()[3];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
draw quad
probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
[pixel shader]
float4 a;
float i;
float4 foo()
{
return a;
}
float4 main() : sv_target
{
return foo()[i];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float 1
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)