vkd3d/tests/minimum-precision.shader_test
Francisco Casas 404a2d6a3d vkd3d-shader/hlsl: Reinterpret minimum precision types as their regular counterparts.
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.
2023-01-25 22:10:23 +01:00

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[require]
shader model >= 4.0
[pixel shader]
float4 main() : sv_target
{
min16float4 a = {0, 1, 2, 3};
min10float2 b = {4, 5};
min16int3 c = {6.4, 7, 8};
min12int d = 9.4;
min16uint4x2 e = {14.4, 15, 16, 17, 18, 19, 20, 21};
vector<min10float, 3> g = {22, 23, 24};
matrix<min16uint, 3, 2> h = {25.4, 26, 27, 28, 29, 30};
return mul(e, b) + a + c.xyzx + d + g.xxyz + h[2].xyxy;
}
[test]
draw quad
probe all rgba (197.0, 218.0, 238.0, 257.0)