mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
d3ba810c98
This is simply unnecessary and wastes time. As part of this, simply remove the "all" directive. Only for a couple of tests is it even potentially interesting to validate all pixels (e.g. nointerpolation.shader_test), and for those "all" is replaced with an explicit (0, 0, 640, 480) rect. In all other cases we just probe (0, 0).
108 lines
1.8 KiB
Plaintext
108 lines
1.8 KiB
Plaintext
[require]
|
|
shader model >= 5.0
|
|
float64
|
|
|
|
[pixel shader todo]
|
|
uniform double2 d;
|
|
uniform float2 f;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
double2 n = d / f;
|
|
return float4(d.x, d.y, n.x, n.y);
|
|
}
|
|
|
|
[test]
|
|
uniform 0 double2 -4.5 8.5
|
|
uniform 4 float4 -2.25 4.25 0.0 0.0
|
|
todo(sm<6) draw quad
|
|
probe (0, 0) rgba (-4.5, 8.5, 2.0, 2.0)
|
|
|
|
|
|
[pixel shader todo]
|
|
uniform double2 d;
|
|
|
|
uint4 main() : sv_target
|
|
{
|
|
uint4 result;
|
|
asuint(d.x, result.x, result.y);
|
|
asuint(d.y, result.z, result.w);
|
|
return result;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 double2 -4.5 8.500003814697266
|
|
todo(sm<6) draw quad
|
|
probe (0, 0) rgbaui (0, 0xc0120000, 0x80000000, 0x40210000)
|
|
|
|
|
|
[pixel shader todo]
|
|
uniform uint4 u;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
// Low bits, high bits
|
|
double2 d = asdouble(u.xz, u.yw);
|
|
return float4(d, 0, 0);
|
|
}
|
|
|
|
[test]
|
|
uniform 0 uint4 0xc000000 0x40020000 0x80000000 0xc04be000
|
|
todo(sm<6) draw quad
|
|
probe (0, 0) rgba (2.25, -55.75001526, 0.0, 0.0) 1
|
|
|
|
|
|
[pixel shader todo]
|
|
uniform uint2 u;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
double d = asdouble(u.x, u.y);
|
|
return float4(d, 0, 0, 0);
|
|
}
|
|
|
|
[test]
|
|
uniform 0 uint4 0x80000000 0xc04be000 0 0
|
|
todo(sm<6) draw quad
|
|
probe (0, 0) rgba (-55.75001526, 0.0, 0.0, 0.0) 1
|
|
|
|
|
|
[require]
|
|
shader model >= 6.0
|
|
int64
|
|
|
|
[pixel shader]
|
|
uniform uint64_t2 l;
|
|
uniform uint2 u;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
uint64_t2 n = l / u;
|
|
uint4 result = uint4(l.x, l.y, n.x, n.y);
|
|
return result;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 uint64_t2 0x500000001 0x100000002
|
|
uniform 4 uint4 10 4 0 0
|
|
draw quad
|
|
probe (0, 0) rgba (1.0, 2.0, 2147483648.0, 1073741824.0)
|
|
|
|
|
|
[pixel shader]
|
|
uniform int64_t2 l;
|
|
uniform int2 i;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
int64_t2 n = l / i;
|
|
int4 result = int4(l.x, l.y, n.x, n.y);
|
|
return result;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 int64_t2 -21474836481 0x100000002
|
|
uniform 4 int4 -20 8 0 0
|
|
draw quad
|
|
probe (0, 0) rgba (-1.0, 2.0, 1073741824.0, 536870912.0)
|