vkd3d/tests/hlsl/trunc.shader_test

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[pixel shader todo(sm<4)]
uniform float4 u;
float4 main() : sv_target
{
return trunc(u);
}
[test]
uniform 0 float4 -0.5 6.5 7.5 3.4
todo(sm<4 | msl) draw quad
probe (0, 0) rgba (0.0, 6.0, 7.0, 3.0)
uniform 0 float4 -1.5 6.5 7.5 3.4
todo(sm<4 | msl) draw quad
probe (0, 0) rgba (-1.0, 6.0, 7.0, 3.0)
[pixel shader todo(sm<4)]
uniform float4 u;
float4 main() : sv_target
{
float a = trunc(u.r);
int2 b = trunc(u.gb);
float4 res = float4(b, a, u.a);
return trunc(res);
}
[test]
uniform 0 float4 -0.5 6.5 7.5 3.4
todo(sm<4 | msl) draw quad
probe (0, 0) rgba (6.0, 7.0, 0.0, 3.0)
[pixel shader todo(sm<4)]
uniform int4 u;
float4 main() : sv_target
{
float a = trunc(u.r);
int2 b = trunc(u.gb);
float4 res = float4(b, a, u.a);
return trunc(res);
}
[test]
if(sm<4) uniform 0 float4 -1 6 7 3
if(sm>=4) uniform 0 int4 -1 6 7 3
todo(sm<4 | msl) draw quad
probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0)