Use our compiler to build shaders in demos.
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requested review from @zfigura
- Resolved by Giovanni Mascellani
Zebediah Figura replied on the mailing list:
On 9/28/22 07:06, Giovanni Mascellani wrote: > +[pixel shader] > +uniform float3 x; > + > +float4 main() : SV_TARGET > +{ > + return float4(normalize(x), 0.0); > +} > + > +[test] > +uniform 0 float4 2.0 3.0 4.0 0.0 > +todo draw quad > +probe all rgba (0.371390700, 0.557086051, 0.742781401, 0.0) This one fails here, it needs at least 1 ulps of tolerance. > +[pixel shader] > +uniform float1 x; > + > +float4 main() : SV_TARGET > +{ > + return normalize(x); > +} > + > +[test] > +uniform 0 float4 2.0 0.0 0.0 0.0 > +todo draw quad > +probe all rgba (1.0, 1.0, 1.0, 1.0) While you're at it it would probably be good to check scalars as well.
added 10 commits
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d3114421...73cf9dee - 5 commits from branch
wine:master
- 0d77ae8c - tests: Test normalize() intrinsic.
- 43d25f7b - vkd3d-shader/hlsl: Parse normalize intrinsic.
- 015eea41 - vkd3d-shader/hlsl: Write SM4 rsq instructions.
- 120f4cf0 - demos/triangle: Recompile shaders with our compiler.
- 01a10aa7 - demos/gears: Recompile shaders with our compiler.
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d3114421...73cf9dee - 5 commits from branch
- Resolved by Giovanni Mascellani
Unfortunately this fails "make crosstest"; we need to include vkd3d_d3dcompiler.h from demos/demo_win32.h for D3DCompile().
added 5 commits
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