vkd3d/tests/hlsl/conditional.shader_test

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[pixel shader todo(sm<4)]
uniform float4 u;
float4 main() : 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
todo(sm<4 | glsl) draw quad
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probe all rgba (0.9, 0.8, 0.7, 0.6)
uniform 0 float4 0.1 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
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probe all rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader todo(sm<4)]
uniform float4 u;
float4 main() : 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 todo(sm<4)]
uniform float4 u;
float4 main() : 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
todo(sm<4 | glsl) draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
[pixel shader fail(sm<6)]
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 todo(sm<4)]
uniform float a;
float4 main() : sv_target
{
if (a < 4)
return float4(1, 2, 3, 4);
return float4(10, 20, 30, 40);
}
[test]
uniform 0 float -2
todo(sm<4 | glsl) draw quad
probe all rgba (1, 2, 3, 4)
uniform 0 float 10
todo(sm<4 | glsl) draw quad
probe all rgba (10, 20, 30, 40)
[pixel shader todo(sm<4)]
uniform float4 u;
float4 main() : 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
todo(sm<4 | glsl) draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
[pixel shader]
float4 main() : sv_target
{
bool c = false;
float a = -1.0f;
if (c)
return float4(1.0, 2.0, 3.0, 4.0);
else if (a > 0)
return float4(5.0, 6.0, 7.0, 8.0);
else
return float4(9.0, 10.0, 11.0, 12.0);
}
[test]
todo(glsl) draw quad
probe all rgba (9.0, 10.0, 11.0, 12.0)
[pixel shader todo(sm<4)]
int a, b;
float4 main() : sv_target
{
if (a < b)
return -1.0;
else
return 1.0;
}
[test]
if(sm<4) uniform 0 float 8
if(sm<4) uniform 4 float 9
if(sm>=4) uniform 0 int 8
if(sm>=4) uniform 1 int 9
todo(sm<4 | glsl) draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0)
if(sm<4) uniform 0 float -3
if(sm<4) uniform 4 float -4
if(sm>=4) uniform 0 int -3
if(sm>=4) uniform 1 int -4
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float 7
if(sm<4) uniform 4 float 7
if(sm>=4) uniform 0 int 7
if(sm>=4) uniform 1 int 7
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader todo(sm<4)]
int a, b;
float4 main() : sv_target
{
if (a <= b)
return -1.0;
else
return 1.0;
}
[test]
if(sm<4) uniform 0 float 8
if(sm<4) uniform 4 float 9
if(sm>=4) uniform 0 int 8
if(sm>=4) uniform 1 int 9
todo(sm<4 | glsl) draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0)
if(sm<4) uniform 0 float -3
if(sm<4) uniform 4 float -4
if(sm>=4) uniform 0 int -3
if(sm>=4) uniform 1 int -4
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float 7
if(sm<4) uniform 4 float 7
if(sm>=4) uniform 0 int 7
if(sm>=4) uniform 1 int 7
todo(sm<4 | glsl) draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0)
[pixel shader todo(sm<4)]
int a, b;
float4 main() : sv_target
{
if (a != b)
return -1.0;
else
return 1.0;
}
[test]
if(sm<4) uniform 0 float -3
if(sm<4) uniform 4 float -2
if(sm>=4) uniform 0 int -3
if(sm>=4) uniform 1 int -2
todo(sm<4 | glsl) draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0)
if(sm<4) uniform 0 float 4
if(sm<4) uniform 4 float 4
if(sm>=4) uniform 0 int 4
if(sm>=4) uniform 1 int 4
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
% Test "if" conditionals, using resource loads to ensure we aren't removing these instruction with optimizations.
[srv 0]
size (2d, 2, 2)
0.0 0.0 0.0 4.0 1.0 0.0 0.0 4.0
0.0 1.0 0.0 4.0 1.0 1.0 0.0 4.0
[sampler 0]
filter linear linear linear
address clamp clamp clamp
[pixel shader todo(sm<4)]
Texture2D tex;
sampler sam;
float a;
float4 main() : sv_target
{
if (a < 4)
return tex.Sample(sam, float2(0, 0));
return float4(1, 2, 3, 4);
}
[test]
uniform 0 float -2
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 4.0)
uniform 0 float 4
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader todo(sm<4)]
Texture2D tex;
sampler sam;
float a;
float4 main() : sv_target
{
if (a >= 2)
return tex.Sample(sam, float2(0, 0));
else if (a >= 1)
return tex.Sample(sam, float2(1, 0));
else
return tex.Sample(sam, float2(1, 1));
}
[test]
uniform 0 float 2
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 4.0)
uniform 0 float 1
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 0.0, 0.0, 4.0)
uniform 0 float 0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.0, 0.0, 4.0)