vkd3d/tests/hlsl/ternary.shader_test

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[require]
% The ternary operator works differently in sm6. See sm6-ternary.shader_test.
shader model < 6.0
[pixel shader]
uniform float4 x;
float4 main() : sv_target
{
return x.x ? x : x - 1;
}
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
uniform 0 float4 0.0 10.0 11.0 12.0
todo(glsl) draw quad
probe (0, 0) rgba (-1.0, 9.0, 10.0, 11.0)
[pixel shader]
uniform float4 x;
float4 main() : sv_target
{
float4 ret;
ret.x = x.x ? x.x : 1;
ret.y = x.y ? 2 : x.y;
ret.z = ret.w = 0.0;
return ret;
}
[test]
uniform 0 float4 1.1 3.0 4.0 5.0
todo(glsl) draw quad
probe (0, 0) rgba (1.1, 2.0, 0.0, 0.0)
[pixel shader]
float4 f;
float4 main() : sv_target
{
float f1 = 0.1, f2 = 0.2, f3;
f3 = f.x ? (f1 = 0.5) + 0.2 : (f2 = 0.6);
return float4(f1, f2, f3, 0.0);
}
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (0.5, 0.6, 0.7, 0.0)
[pixel shader]
float4 x, y, z;
float4 main() : sv_target
{
return x ? y : z;
}
[test]
uniform 0 float4 0.0 1.0 0.0 -3.0
uniform 4 float4 1.0 2.0 3.0 4.0
uniform 8 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 2.0, 7.0, 4.0)
% The usual type conversion is applied to the first and second expression, as
% long as they are numeric.
[pixel shader fail]
uniform float2x4 a;
uniform float3x2 b;
float4 main() : sv_target
{
0 ? a : b;
return 0;
}
[pixel shader]
static float3x3 a = {0, 1, 2, 3, 4, 5, 6, 7, 8};
static float2x2 b = {.1, .2, .3, .4};
float4 main() : sv_target
{
return float4(1 ? a : b);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 1.0, 3.0, 4.0)
[pixel shader]
static float3 a = {0, 1, 2};
static float4 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return float4(0 ? a : b, 1.0);
}
[test]
draw quad
probe (0, 0) rgba (5.0, 6.0, 7.0, 1.0)
% More restrictions are placed on the type of the first (condition) operand,
% relative to the common type computed from the other two (result). Either:
% * the class and dimensions must match exactly;
% * the condition operand is scalar;
% * the result operands are scalar;
% * one is a typeN and the other is a type1xN
[pixel shader fail]
uniform float4 cond;
uniform float2x2 a, b;
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[pixel shader fail]
uniform float2x2 cond;
uniform float4 a, b;
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[pixel shader]
static float2x2 cond = {1, 0, 0, 1};
static float2x2 a = {1, 2, 3, 4};
static float2x2 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[test]
draw quad
probe (0, 0) rgba (1.0, 6.0, 7.0, 4.0)
[pixel shader fail]
uniform float3 cond;
uniform float4 a, b;
float4 main() : sv_target
{
(cond ? a : b);
return 0;
}
[pixel shader fail]
uniform float4 cond;
uniform float4x1 a, b;
float4 main() : sv_target
{
(cond ? a : b);
return 0;
}
% As may be expected, this yields the type of the arguments, not the conditional.
[pixel shader]
static float4 cond = {1, 0, 0, 1};
static float1x4 a = {1, 2, 3, 4};
static float1x4 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return (cond ? a : b)[0];
}
[test]
draw quad
probe (0, 0) rgba (1.0, 6.0, 7.0, 4.0)
[pixel shader todo]
static float1x4 cond = {1, 0, 0, 1};
static float4 a = {1, 2, 3, 4};
static float4 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return (cond ? a : b)[0];
}
[test]
todo draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader fail]
uniform float1x4 cond;
uniform float4 a, b;
float4 main() : sv_target
{
return (cond ? a : b)[0][0];
}
[pixel shader]
static float1 cond = {0};
static float1x1 a = {2};
static float1x1 b = {3};
float4 main() : sv_target
{
return (cond ? a : b)[0][0];
}
[test]
draw quad
probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
[pixel shader]
uniform float cond;
uniform float4 a, b;
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
uniform 4 float4 1.0 2.0 3.0 4.0
uniform 8 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
// "scalar" can mean any 1-component numeric type.
static float1x1 cond = {0};
static float4 a = {1, 2, 3, 4};
static float4 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[test]
draw quad
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
[pixel shader]
uniform float4 cond;
uniform float4 a, b;
float4 main() : sv_target
{
return float4(cond ? a.x : b.x);
}
[test]
uniform 0 float4 1.0 0.0 1.0 0.0
uniform 4 float4 1.0 2.0 3.0 4.0
uniform 8 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 5.0, 1.0, 5.0)
[pixel shader]
// "scalar" can mean any 1-component numeric type.
static float4 cond = {1, 0, 0, 1};
static float1x1 a = {2};
static float1x1 b = {3};
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[test]
draw quad
probe (0, 0) rgba (2.0, 3.0, 3.0, 2.0)
% Objects can be used, but their types have to be identical.
[pixel shader]
Texture2D t;
float4 main() : sv_target
{
Texture2D tmp = 0 ? t : t;
return 0;
}
[pixel shader fail todo]
Texture2D t;
float4 f;
float4 main() : sv_target
{
f ? t : t;
return 0;
}
[pixel shader fail]
Texture2D t;
Texture3D u;
float4 main() : sv_target
{
0 ? t : u;
return 0;
}
% Of course objects cannot be used as the condition.
[pixel shader fail]
Texture2D t;
float4 main() : sv_target
{
t ? 0 : 1;
return 0;
}