vkd3d/tests/hlsl/return.shader_test

257 lines
4.4 KiB
Plaintext
Raw Normal View History

% Test early return from the entry point.
[pixel shader]
float4 main() : sv_target
{
return float4(0.1, 0.2, 0.3, 0.4);
return float4(0.5, 0.6, 0.7, 0.8);
}
[test]
draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader]
void main(out float4 ret : sv_target)
{
ret = float4(0.1, 0.2, 0.3, 0.4);
return;
ret = float4(0.5, 0.6, 0.7, 0.8);
}
[test]
draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader todo(sm<4)]
uniform float f;
float4 main() : sv_target
{
if (f < 0.5)
return float4(0.1, 0.2, 0.3, 0.4);
return float4(0.5, 0.6, 0.7, 0.8);
}
[test]
uniform 0 float 0.2
todo(sm<4) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
uniform 0 float 0.8
todo(sm<4) draw quad
probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8)
[pixel shader todo(sm<4)]
uniform float f;
void main(out float4 ret : sv_target)
{
ret = float4(0.1, 0.2, 0.3, 0.4);
if (f < 0.5)
{
ret += 0.1;
}
else
{
return;
ret += 0.3;
}
ret += 0.1;
}
[test]
uniform 0 float 0.2
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.3, 0.4, 0.5, 0.6)
uniform 0 float 0.8
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader todo(sm<4)]
uniform float f;
void main(out float4 ret : sv_target)
{
ret = float4(0.1, 0.2, 0.3, 0.4);
if (f < 0.3)
{
return;
}
ret += 0.1;
if (f < 0.7)
{
return;
}
ret += 0.3;
}
[test]
uniform 0 float 0.1
todo(sm<4) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4) 1
uniform 0 float 0.5
todo(sm<4) draw quad
probe (0, 0) rgba (0.2, 0.3, 0.4, 0.5) 1
uniform 0 float 0.9
todo(sm<4) draw quad
probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8) 1
[pixel shader todo(sm<4)]
uniform float f;
void main(out float4 ret : sv_target)
{
ret = float4(0.1, 0.2, 0.3, 0.4);
if (f < 0.7)
{
if (f < 0.3)
return;
ret += 0.1;
}
ret += 0.3;
}
[test]
uniform 0 float 0.1
todo(sm<4) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4) 1
uniform 0 float 0.5
todo(sm<4) draw quad
probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8) 1
uniform 0 float 0.9
todo(sm<4) draw quad
probe (0, 0) rgba (0.4, 0.5, 0.6, 0.7) 1
[pixel shader]
void main(out float4 ret : sv_target)
{
ret = float4(0.1, 0.2, 0.3, 0.4);
for (;;)
{
ret *= 2;
return;
ret *= 3;
}
ret += 0.1;
}
[test]
draw quad
probe (0, 0) rgba (0.2, 0.4, 0.6, 0.8)
[pixel shader todo(sm<4)]
uniform float f;
void main(out float4 ret : sv_target)
{
int i;
ret = 0.1;
for (i = 0; i < 4; ++i)
{
if (ret.x > f)
return;
ret *= 2;
}
ret = 0.9;
}
[test]
uniform 0 float 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.1, 0.1, 0.1, 0.1) 1
uniform 0 float 0.1
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2) 1
uniform 0 float 0.3
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.4, 0.4, 0.4, 0.4) 1
uniform 0 float 0.7
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.8, 0.8, 0.8, 0.8) 1
uniform 0 float 0.9
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.9, 0.9, 0.9, 0.9) 1
[pixel shader todo(sm<4)]
uniform float f;
void main(out float4 ret : sv_target)
{
if (f < 0.5)
{
ret = 0.1;
for (;;)
{
ret *= 2;
return;
}
ret *= 3;
return;
}
else
{
ret = 0.4;
}
ret = 0.5;
}
[test]
uniform 0 float 0.2
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2)
uniform 0 float 0.8
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader todo(sm<4)]
uniform float4 f[3];
void main(out float4 ret : sv_target)
{
int i, j;
ret = 0.1;
for (i = 0; i < 3; ++i)
{
for (j = 0; j < 3; ++j)
{
if (ret.x > f[j].x)
return;
}
ret *= 2;
}
ret = 0.9;
}
[test]
uniform 0 float4 0.3 0.0 0.0 0.0
uniform 4 float4 0.0 0.0 0.0 0.0
uniform 8 float4 0.1 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.1, 0.1, 0.1, 0.1) 1
uniform 4 float4 0.35 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2) 1
uniform 8 float4 0.5 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.4, 0.4, 0.4, 0.4) 1
uniform 0 float4 1.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.4, 0.4, 0.4, 0.4) 1
uniform 4 float4 2.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.9, 0.9, 0.9, 0.9) 1