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404a2d6a3d
Reinterpret min16float, min10float, min16int, min12int, and min16uint as their regular counterparts: float, float, int, int, uint, respectively. A proper implementation would require adding minimum precision indicators to all the dxbc-tpf instructions that use these types. Consider the output of fxc 10.1 with the following shader: uniform int i; float4 main() : sv_target { min16float4 a = {0, 1, 2, i}; min16int2 b = {4, i}; min10float3 c = {6.4, 7, i}; min12int d = 9.4; min16uint4x2 e = {14.4, 15, 16, 17, 18, 19, 20, i}; return mul(e, b) + a + c.xyzx + d; } However, if the graphics driver doesn't have minimum precision support, it ignores the minimum precision indicators and runs at 32-bit precision, which is equivalent as working with regular types.
22 lines
476 B
Plaintext
22 lines
476 B
Plaintext
[require]
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shader model >= 4.0
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[pixel shader]
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float4 main() : sv_target
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{
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min16float4 a = {0, 1, 2, 3};
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min10float2 b = {4, 5};
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min16int3 c = {6.4, 7, 8};
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min12int d = 9.4;
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min16uint4x2 e = {14.4, 15, 16, 17, 18, 19, 20, 21};
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vector<min10float, 3> g = {22, 23, 24};
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matrix<min16uint, 3, 2> h = {25.4, 26, 27, 28, 29, 30};
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return mul(e, b) + a + c.xyzx + d + g.xxyz + h[2].xyxy;
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}
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[test]
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draw quad
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probe all rgba (197.0, 218.0, 238.0, 257.0)
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