[PATCH vkd3d 4/5] tests: Avoid using non-float uniforms where possible.
Zebediah Figura
zfigura at codeweavers.com
Mon Mar 7 19:55:43 CST 2022
SM1 encodes these differently.
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
tests/hlsl-vector-indexing-uniform.shader_test | 4 ++--
tests/round.shader_test | 7 ++++---
tests/saturate.shader_test | 7 ++++---
3 files changed, 10 insertions(+), 8 deletions(-)
diff --git a/tests/hlsl-vector-indexing-uniform.shader_test b/tests/hlsl-vector-indexing-uniform.shader_test
index 26a458796..e5ffbdd02 100644
--- a/tests/hlsl-vector-indexing-uniform.shader_test
+++ b/tests/hlsl-vector-indexing-uniform.shader_test
@@ -1,7 +1,7 @@
% Use a uniform to prevent the compiler from optimizing.
[pixel shader]
-uniform int i;
+uniform float i;
float4 main() : SV_TARGET
{
float4 color = float4(0.5, 0.4, 0.3, 0.2);
@@ -11,6 +11,6 @@ float4 main() : SV_TARGET
}
[test]
-uniform 0 uint 2
+uniform 0 float 2
draw quad
probe all rgba (0.5, 0.3, 0.8, 0.2)
diff --git a/tests/round.shader_test b/tests/round.shader_test
index 59ac62d55..5e40dc6dd 100644
--- a/tests/round.shader_test
+++ b/tests/round.shader_test
@@ -28,12 +28,13 @@ probe all rgba (-7.0, 8.0, 0.0, 3.0) 4
[pixel shader]
-float4 main(uniform int4 u) : sv_target
+float4 main(uniform float4 u) : sv_target
{
- return round(u);
+ int4 i = u;
+ return round(i);
}
[test]
-uniform 0 int4 -1 0 2 10
+uniform 0 float4 -1 0 2 10
draw quad
probe all rgba (-1.0, 0.0, 2.0, 10.0) 4
diff --git a/tests/saturate.shader_test b/tests/saturate.shader_test
index e99df5b3b..41ccc62ae 100644
--- a/tests/saturate.shader_test
+++ b/tests/saturate.shader_test
@@ -10,12 +10,13 @@ draw quad
probe all rgba (0.7, 0.0, 1.0, 0.0)
[pixel shader]
-float4 main(uniform int4 u) : sv_target
+float4 main(uniform float4 u) : sv_target
{
- return saturate(u);
+ int4 i = u;
+ return saturate(i);
}
[test]
-uniform 0 int4 -2 0 2 -1
+uniform 0 float4 -2 0 2 -1
draw quad
probe all rgba (0.0, 0.0, 1.0, 0.0)
--
2.35.1
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