vkd3d/tests/hlsl/unroll.shader_test

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% Unrolling edge cases.
[pixel shader todo(sm<4)]
float a : register(c0);
float4 main() : sv_target
{
int i;
if (a > 0)
{
[unroll]
for (i = 0; i < 10; ++i);
return float4(i, a, 2.0, 3.0);
}
return float4(0.0, a, 3.0, 4.0);
}
[test]
uniform 0 float 1
todo(glsl|sm<4) draw quad
probe (0,0) rgba(10.0, 1.0, 2.0, 3.0)
[pixel shader]
float4 main() : sv_target
{
int i;
[unroll(4)]
for (i = 0; i < 8; ++i);
return float4(i, 0, 0, 0);
}
[test]
todo(glsl) draw quad
probe (0,0) rgba(4.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
float4 main() : sv_target
{
int i;
[unroll]
for (i = 0; i < 1024; ++i);
return float4(i, 0, 0, 0);
}
[test]
todo(glsl) draw quad
probe (0,0) rgba(1024.0, 0, 0, 0)
[pixel shader]
float4 main() : sv_target
{
int i;
[unroll(1337)]
for (i = 0; i < 1337; ++i);
return float4(i, 0, 0, 0);
}
[test]
todo(glsl) draw quad
probe (0,0) rgba(1337.0, 0, 0, 0)