vkd3d/tests/hlsl/asuint.shader_test

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[require]
shader model >= 4.0
[pixel shader]
uniform float f;
uniform int i;
uniform uint u;
uniform float h;
float4 main() : sv_target
{
uint4 ret;
ret.x = asuint(f);
ret.y = asuint(i);
ret.z = asuint(u);
ret.w = asuint((half)h);
return ret;
}
[test]
uniform 0 uint4 123 0xc0000000 456 0x7fd69345
todo(glsl) draw quad
probe (320,240) rgba (123.0, 3221225472.0, 456.0, 2144768896.0)
[pixel shader]
uniform float2x2 m;
uniform float4 v;
float4 main() : sv_target
{
return float4(asuint(m)[0][1], asuint(v).y, 0, 0);
}
[test]
uniform 0 uint4 11 12 0 0
uniform 4 uint4 13 14 0 0
uniform 8 uint4 20 21 22 23
todo(glsl) draw quad
probe (320,240) rgba (13.0, 21.0, 0.0, 0.0)
[pixel shader fail]
float4 main() : sv_target
{
bool b = true;
return asuint(b);
}
[pixel shader fail]
float4 main() : sv_target
{
double d = 1.0;
return asuint(d);
}