vkd3d/tests/hlsl/conditional.shader_test

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[pixel shader]
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float4 main(uniform float4 u) : sv_target
{
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if (u.x > 0.0)
return float4(0.1, 0.2, 0.3, 0.4);
else
return float4(0.9, 0.8, 0.7, 0.6);
}
[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
uniform 0 float4 0.1 0.0 0.0 0.0
draw quad
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probe all rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader]
float4 main(uniform float4 u) : sv_target
{
[attr1]
if (u.x > 0.0)
return float4(0.1, 0.2, 0.3, 0.4);
else
return float4(0.9, 0.8, 0.7, 0.6);
}
[pixel shader]
float4 main(uniform float4 u) : sv_target
{
[flatten]
if (u.x > 0.0)
return float4(0.1, 0.2, 0.3, 0.4);
else
return float4(0.9, 0.8, 0.7, 0.6);
}
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
[pixel shader fail]
float4 u;
float main() : sv_target
{
[branch] [branch]
if (u.x > 0.0)
return float4(0.1, 0.2, 0.3, 0.4);
else
return float4(0.9, 0.8, 0.7, 0.6);
}
[pixel shader fail todo]
float4 u;
float main() : sv_target
{
[branch] [flatten]
if (u.x > 0.0)
return float4(0.1, 0.2, 0.3, 0.4);
else
return float4(0.9, 0.8, 0.7, 0.6);
}
% Using older profiles fails to compile with forced control flow instruction
[require]
shader model >= 3.0
[pixel shader]
float4 main(uniform float4 u) : sv_target
{
[branch]
if (u.x > 0.0)
return float4(0.1, 0.2, 0.3, 0.4);
else
return float4(0.9, 0.8, 0.7, 0.6);
}
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)