vkd3d/tests/hlsl/for.shader_test

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[vertex shader]
void main(float4 pos : position, out float tex : texcoord, out float4 out_pos : sv_position)
{
tex = pos.x;
out_pos = pos;
}
[pixel shader todo(sm<4)]
float4 main(float tex : texcoord) : sv_target
{
int i;
float x = 0.0;
[unroll] for (i = 0; i < 10; i++)
{
x += i;
if (tex > 0.5 && i == 5)
break;
if (tex > -0.5 && i >= 7)
continue;
x -= 1;
}
return float4(i, x, 0.0, 0.0);
}
[test]
todo(sm<4 | glsl) draw quad
probe ( 0, 0, 159, 480) rgba (10.0, 35.0, 0.0, 0.0)
probe (161, 0, 479, 480) rgba (10.0, 38.0, 0.0, 0.0)
probe (481, 0, 640, 480) rgba ( 5.0, 10.0, 0.0, 0.0)
[require]
shader model >= 4.0
% Identical to the previous, except we prevent DXC from unrolling the
% loop so we can test non-trivial control flow
[pixel shader]
uniform uint iter;
float4 main(float tex : texcoord) : sv_target
{
int i;
float x = 0.0;
for (i = 0; i < iter; i++)
{
x += i;
if (tex > 0.5 && i == 5)
break;
if (tex > -0.5 && i >= 7)
continue;
x -= 1;
}
return float4(i, x, 0.0, 0.0);
}
[test]
uniform 0 uint4 10 0 0 0
todo(glsl) draw quad
probe ( 0, 0, 159, 480) rgba (10.0, 35.0, 0.0, 0.0)
probe (161, 0, 479, 480) rgba (10.0, 38.0, 0.0, 0.0)
probe (481, 0, 640, 480) rgba ( 5.0, 10.0, 0.0, 0.0)
[require]
% Reset requirements
[pixel shader todo(sm<4)]
float4 main(float tex : texcoord) : sv_target
{
int i;
float x = 0.0;
[unroll] [attr1] for (i = 0; i < 10; i++)
{
x += i;
}
return float4(i, x, 0.0, 0.0);
}
[test]
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (10.0, 45.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
float4 main(float tex : texcoord) : sv_target
{
int i;
float x = 0.0;
[unroll] [unroll] for (i = 0; i < 10; i++)
{
x += i;
}
return float4(i, x, 0.0, 0.0);
}
[pixel shader fail]
float4 main() : sv_target
{
break;
return float4(0.0, 0.0, 0.0, 0.0);
}