vkd3d/tests/hlsl/loop.shader_test

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[pixel shader]
float a;
float4 main() : sv_target
{
float res = 0;
for (int i = 0; i < 10; ++i)
{
res += a;
// The temp copy of 'a' must reserve its registers for the rest of the loop.
// It shall not be overwritten.
}
return res;
}
[test]
uniform 0 float 5.0
todo(sm>=6) draw quad
probe all rgba (50.0, 50.0, 50.0, 50.0)
[pixel shader]
float a;
float4 main() : sv_target
{
float res = 0;
for (int i = 0; i < 10; ++i)
{
res += a;
// The temp copy of 'a' must reserve its registers for the rest of the loop.
// It shall not be overwritten.
i++;
}
return res;
}
[test]
uniform 0 float 4.0
todo(sm>=6) draw quad
probe all rgba (20.0, 20.0, 20.0, 20.0)
[pixel shader]
float a;
float4 main() : sv_target
{
int i = 0;
float res = a;
while (i < 10)
{
if (i == 5)
{
res += 0.1f;
break;
}
res += 1.0f;
i++;
if (i == 2) continue;
res += 100.f;
}
return res;
}
[test]
uniform 0 float 4.0
todo(sm>=6) draw quad
probe all rgba (409.1, 409.1, 409.1, 409.1)
[pixel shader]
float a;
float4 main() : sv_target
{
int i = 0;
float res = a;
do
{
res += 1.0f;
if (i == 5)
{
res += 0.1f;
break;
}
i++;
if (i == 2) continue;
res += 100.f;
}
while (i < 10);
return res;
}
[test]
uniform 0 float 4.0
todo(sm>=6) draw quad
probe all rgba (410.1, 410.1, 410.1, 410.1)