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Pixel shader 1.x constants must be between -1 and 1, or they will be clamped, even constants defined in the shader. Also mark 1.x-specific features if any.
212 lines
3.6 KiB
Plaintext
212 lines
3.6 KiB
Plaintext
[pixel shader]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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float x = +a.x;
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float y = a.y;
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return float4(x + y, x - y, x * y, -y);
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}
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[test]
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uniform 0 float4 0.05 0.15 0.0 0.0
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draw quad
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probe (0, 0) rgba (0.20, -0.10, 0.0075, -0.15) 1
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% 1.x has no division or modulo.
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[pixel shader notimpl(sm<2)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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float x = a.x;
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float y = a.y;
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return float4(x / y, -x / y, x / -y, -x / -y);
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}
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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draw quad
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probe (0, 0) rgba (8.4, -8.4, -8.4, 8.4) 16
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[pixel shader fail(sm<2)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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float x = a.x;
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float y = a.y;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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draw quad
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probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16
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[pixel shader fail(sm<2)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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float x = a.x;
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float y = a.y;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail(sm<2)]
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float4 x, y;
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float4 main() : sv_target
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{
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return x % y;
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}
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[test]
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uniform 0 float4 5.0 -42.1 4.0 45.0
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uniform 4 float4 15.0 -5.0 4.1 5.0
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draw quad
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probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6
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[pixel shader notimpl(sm<2)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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float x = a.x;
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float y = a.y;
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return x / y;
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}
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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draw quad
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probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99)
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% d3dx9/d3dcompiler < 41 does not have mad().
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[pixel shader fail(sm<2)]
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uniform float4 a, b, c;
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float4 main() : sv_target
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{
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return mad(a, b, c);
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}
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[test]
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uniform 0 float4 1.00000007 -42.1 4.0 45.0
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uniform 4 float4 1.625 -5.0 4.125 5.0
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uniform 8 float4 1.00000007 -1.0 0.5 -0.5
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draw quad
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probe (0, 0) rgba (2.62500024, 209.5, 17.0, 224.5) 1
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% precise mad() is not allowed to fuse, even though unfused is less precise.
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[pixel shader fail(sm<2)]
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uniform float4 a, b, c;
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float4 main() : sv_target
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{
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precise float4 ret = mad(a, b, c);
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return ret;
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}
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[test]
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uniform 0 float4 1.00000007 -42.1 4.0 45.0
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uniform 4 float4 1.625 -5.0 4.125 5.0
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uniform 8 float4 1.00000007 -1.0 0.5 -0.5
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draw quad
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probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5) 1
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[require]
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shader model >= 5.0
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float64
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[pixel shader todo]
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uniform double2 a;
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float4 main() : SV_TARGET
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{
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double x = a.x;
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double y = a.y;
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return float4(x + y, x - y, x * y, x / y);
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}
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[test]
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uniform 0 double2 7.5 -2.5
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todo(sm<6) draw quad
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probe (0, 0) rgba (5.0, 10.0, -18.75, -3.0)
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[pixel shader todo]
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uniform double2 a;
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float4 main() : SV_TARGET
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{
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double x = a.x;
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double y = a.y;
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return x * y;
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}
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[test]
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uniform 0 double2 3.0e-300 2.5e300
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todo(sm<6) draw quad
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probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5)
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% Note: DXC does not support modulo on doubles.
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[pixel shader todo]
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uniform double2 a;
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float4 main() : SV_TARGET
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{
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double x = a.x;
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double y = a.y;
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return x / y;
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}
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[test]
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uniform 0 double2 1.5e300 2.0e299
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todo(sm<6) draw quad
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probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5)
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[pixel shader todo]
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uniform double2 a, b, c;
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float4 main() : sv_target
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{
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return float4(fma(a, b, c), 0, 0);
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}
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[test]
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uniform 0 double2 1.00000007 -42.1
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uniform 4 double2 1.625 -5.0
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uniform 8 double2 1.00000007 -1.0
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todo(sm<6) draw quad
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probe (0, 0) rgba (2.62500024, 209.5, 0.0, 0.0)
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% Test result when instructions might be removed because they are identities such as (+0) or (*1).
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[pixel shader]
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float4 a;
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float4 main() : sv_target
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{
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float4 zero = {0, 0, 0, 0};
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float4 one = {1, 1, 1, 1};
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return a + zero + a * one + zero * one;
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}
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[test]
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uniform 0 float4 0.2 0.3 9.1 3.2
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draw quad
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probe (0, 0) rgba (0.4, 0.6, 18.2, 6.4)
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