vkd3d/tests/hlsl/arithmetic-int.shader_test
Elizabeth Figura e40b191943 tests: Adjust arithmetic-int.shader_test to pass with 1.x.
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.
2025-01-22 13:43:38 +01:00

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[pixel shader]
float4 main() : SV_TARGET
{
int x = 5;
int y = 15;
return float4(x + y, x - y, x * y, x / y) / 100.0;
}
[test]
draw quad
probe (0, 0) rgba (0.20, -0.10, 0.75, 0.0) 1
[pixel shader]
float4 main() : SV_TARGET
{
int x = 5;
int y = 15;
return float4(x % y, +x, -x, y / x) / 10.0;
}
[test]
draw quad
probe (0, 0) rgba (0.5, 0.5, -0.5, 0.3)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 42;
int y = 5;
return float4(x / y, -x / y, x / -y, -x / -y) / 10.0;
}
[test]
draw quad
probe (0, 0) rgba (0.8, -0.8, -0.8, 0.8)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 42;
int y = 5;
return float4(x % y, -x % y, x % -y, -x % -y) / 10.0;
}
[test]
draw quad
probe (0, 0) rgba (0.2, -0.2, 0.2, -0.2)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 45;
int y = 5;
return float4(x / y, -x / y, x / -y, -x / -y) / 10.0;
}
[test]
draw quad
probe (0, 0) rgba (0.9, -0.9, -0.9, 0.9) 1
[pixel shader]
float4 main() : SV_TARGET
{
int x = 45;
int y = 5;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm>=2&sm<6)]
float4 main() : SV_TARGET
{
int x = 1;
int y = 0;
return x / y;
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
% Allowed regardless of shader model on 31 and below
[pixel shader fail(sm>=2&sm<6)]
float4 main() : SV_TARGET
{
int x = 1;
int y = 0;
return x % y;
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[require]
% Skip 1.x because of clamping.
shader model >= 2.0
[pixel shader]
float4 main() : SV_TARGET
{
int x = -2147483648;
int y = -1;
return x / y;
}
[test]
draw quad
if(sm<4) todo probe (0,0) rgba ( 2147483648.0, 2147483648.0, 2147483648.0, 2147483648.0)
if(sm>=4&sm<6) probe (0,0) rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
if(sm>=6) probe (0,0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
int2 x = {5, 15};
int2 y = {2, 5};
int2 z = {3, 8};
return float4(x / y, z % y);
}
[test]
draw quad
probe (0, 0) rgba (2.0, 3.0, 1.0, 3.0)