vkd3d/tests/hlsl/bitwise.shader_test

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[require]
shader model >= 4.0
[pixel shader]
float4 main() : SV_TARGET
{
int x = 5;
int y = 15;
return float4(x >> y, y >> x, x << y, y << x);
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.0, 0.0, 163840.0, 480.0)
[pixel shader]
float4 main() : sv_target
{
int x = 1;
int y = -1;
int z = 34;
uint x2 = 1;
return float4(x << y, x << z, x2 << y, x2 << z);
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (-2147483648.0, 4.0, 2147483650.0, 4.0)
[pixel shader]
float4 main() : sv_target
{
int x = 2147483647;
int y = -1;
int z = 34;
uint x2 = 4294967295;
return float4(x >> y, x >> z, x2 >> y, x2 >> z);
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.0, 536870912.0, 1.0, 1073741824.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 5;
int y = 15;
return float4(x & y, x | y, x ^ y, ~x);
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (5.0, 15.0, 10.0, -6.0)
[pixel shader]
float4 main() : SV_TARGET
{
int zero = 0;
int one = 1;
return float4(zero & zero, zero & one, one & zero, one & one);
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
int zero = 0;
int one = 1;
return float4(zero | zero, zero | one, one | zero, one | one);
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
int zero = 0;
int one = 1;
return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.0, 1.0, 1.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
{
int a = 0;
int b = 0;
int c = 1;
int d = 1;
a ^= 0;
b ^= 1;
c ^= 0;
d ^= 1;
return float4(a, b, c, d);
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.0, 1.0, 1.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint x = 5;
uint y = 15;
return float4(x >> y, y >> x, x << y, y << x);
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.0, 0.0, 163840.0, 480.0)
[pixel shader fail]
% Make sure that bitshifts DON'T work with floats
float4 main() : SV_TARGET
{
uint u = 5;
float f = 15.0;
return float4(u >> f, 0, 0, 0);
}
[pixel shader fail]
float4 main() : SV_TARGET
{
uint u = 5;
float f = 15.0;
return float4(f >> u, 0, 0, 0);
}
[pixel shader]
float4 main() : SV_TARGET
{
uint x = 5;
uint y = 15;
return float4(x & y, x | y, x ^ y, ~x);
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (5.0, 15.0, 10.0, 4294967296.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint zero = 0;
uint one = 1;
return float4(zero & zero, zero & one, one & zero, one & one);
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint zero = 0;
uint one = 1;
return float4(zero | zero, zero | one, one | zero, one | one);
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint zero = 0;
uint one = 1;
return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
}
[test]
todo(msl) draw quad
probe (0, 0) rgba (0.0, 1.0, 1.0, 0.0)
[rtv 0]
format r32g32b32a32-uint
size (2d, 640, 480)
[pixel shader todo]
uint u;
int i;
uint4 main() : sv_target
{
return uint4(countbits(u), firstbitlow(u), firstbithigh(u), firstbithigh(i));
}
[test]
uniform 0 uint4 0 0 0 0
todo(sm<6) draw quad
probe (0, 0) rgbaui (0, 0xffffffff, 0xffffffff, 0xffffffff)
uniform 0 uint4 0xffffffff 0xffffffff 0 0
todo(sm<6) draw quad
probe (0, 0) rgbaui (32, 0, 31, 0xffffffff)
uniform 0 uint4 0xcccccccc 0xcccccccc 0 0
todo(sm<6) draw quad
probe (0, 0) rgbaui (16, 2, 31, 29)
[rtv 0]
format r32g32b32a32-float
size (2d, 640, 480)
[require]
shader model >= 6.0
int64
[pixel shader]
int64_t2 a;
int2 s;
float4 main() : sv_target
{
int64_t x = a.x;
int64_t y = a.y;
int z = s.x;
int w = s.y;
return float4(x >> y, x >> -y, x >> z, x >> w);
}
[test]
uniform 0 int64_t2 9223372036854775807 -1
uniform 4 int4 34 66 0 0
draw quad
probe (0, 0) rgba (0.0, 4.611686018e18, 536870912.0, 2.305843009e18) 1
uniform 0 int64_t2 -1 -1
uniform 4 int4 34 66 0 0
draw quad
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0) 1
[pixel shader]
uint64_t2 a;
uint2 s;
float4 main() : sv_target
{
uint64_t x = a.x;
uint64_t y = a.y;
uint z = s.x;
uint w = s.y;
return float4(x >> y, x >> -y, x >> z, x >> w);
}
[test]
uniform 0 uint64_t2 0xffffffffffffffff 1
uniform 4 uint4 34 66 0 0
draw quad
probe (0, 0) rgba (9.223372036e18, 1.0, 1073741823.0, 4.611686018e18) 1
[pixel shader]
uint64_t2 a;
uint2 s;
float4 main() : sv_target
{
uint64_t x = a.x;
uint64_t y = a.y;
uint z = s.x;
uint w = s.y;
return float4(x << y, x << -y, x << z, x << w);
}
[test]
uniform 0 uint64_t2 0x83 1
uniform 4 uint4 34 66 0 0
draw quad
probe (0, 0) rgba (262.0, 9.223372036e18, 2250562863104.0, 524.0) 1
[pixel shader]
uint64_t2 a;
float4 main() : sv_target
{
uint64_t x = a.x;
uint64_t y = a.y;
return float4(x ^ y, x & y, x | y, ~x);
}
[test]
uniform 0 uint64_t2 0x300000000 0x500000000
draw quad
probe (0, 0) rgba (25769803776.0, 4294967296.0, 30064771072.0, 1.844674404e19) 1
[pixel shader]
uint64_t u;
int64_t i;
uint4 main() : sv_target
{
return uint4(0, firstbitlow(u), firstbithigh(u), firstbithigh(i));
}
[test]
uniform 0 uint64_t2 0 0
todo draw quad
probe (0, 0) rgbaui (0, 0xffffffff, 0xffffffff, 0xffffffff)
uniform 0 int64_t2 -1 -1
todo draw quad
probe (0, 0) rgbaui (64, 0, 63, 0xffffffff)
uniform 0 uint64_t2 0xcccccccccccccccc 0xcccccccccccccccc
todo draw quad
probe (0, 0) rgbaui (32, 2, 63, 61)