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tests: Test comparison and logic operators on SM1 vertex shaders.
Currently these are failing for SM1 because VKD3DSIH_SLT is not being handled by spirv.c.
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Notes:
Alexandre Julliard
2024-03-11 23:06:28 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/694
@ -214,6 +214,7 @@ vkd3d_shader_tests = \
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tests/hlsl/uniform-semantics.shader_test \
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tests/hlsl/uniform-semantics.shader_test \
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tests/hlsl/vector-indexing-uniform.shader_test \
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tests/hlsl/vector-indexing-uniform.shader_test \
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tests/hlsl/vector-indexing.shader_test \
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tests/hlsl/vector-indexing.shader_test \
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tests/hlsl/vertex-shader-ops.shader_test \
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tests/hlsl/writemask-assignop-0.shader_test \
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tests/hlsl/writemask-assignop-0.shader_test \
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tests/hlsl/writemask-assignop-1.shader_test \
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tests/hlsl/writemask-assignop-1.shader_test \
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tests/hlsl/writemask-assignop-2.shader_test \
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tests/hlsl/writemask-assignop-2.shader_test \
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95
tests/hlsl/vertex-shader-ops.shader_test
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95
tests/hlsl/vertex-shader-ops.shader_test
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@ -0,0 +1,95 @@
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% The main objective of this test is to see if operations for SM1 vertex shaders work, because they
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% have a different instruction set than pixel shaders.
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% Considerations so that the vertex shader output matches the pixel shader input properly on all
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% backends:
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% - sv_position must be the last field in the output signature.
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% - the d3d9 backend, on Windows, clamps the value of the COLORX semantics before passing it to
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% the pixel shader, so their values must be between 0.0 and 1.0.
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[pixel shader]
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float4 main(in float4 res : COLOR1) : sv_target
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{
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return res;
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}
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[vertex shader todo(sm<4)]
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int a, b;
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void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos : sv_position)
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{
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out_pos = pos;
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res.x = a == b;
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res.y = a != b;
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res.z = a > b;
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res.w = b >= a;
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}
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[test]
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if(sm<4) uniform 0 float 3
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if(sm<4) uniform 4 float 4
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if(sm>=4) uniform 0 int4 3 4 0 0
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todo(sm<4) draw quad
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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if(sm<4) uniform 0 float -2
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if(sm<4) uniform 4 float -2
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if(sm>=4) uniform 0 int4 -2 -2 0 0
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todo(sm<4) draw quad
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probe all rgba (1.0, 0.0, 0.0, 1.0)
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[vertex shader todo(sm<4)]
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int a, b;
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void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos : sv_position)
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{
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out_pos = pos;
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res.x = a && b;
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res.y = a || b;
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res.z = b && a;
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res.w = b || a;
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}
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[test]
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if(sm<4) uniform 0 float 0
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if(sm<4) uniform 4 float 2
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if(sm>=4) uniform 0 int4 0 2 0 0
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todo(sm<4) draw quad
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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if(sm<4) uniform 0 float -2
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if(sm<4) uniform 4 float 8
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if(sm>=4) uniform 0 int4 -2 8 0 0
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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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[require]
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% The ternary operator works differently in sm6. See sm6-ternary.shader_test.
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shader model < 6.0
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[vertex shader todo(sm<4)]
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int a, b, c;
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void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos : sv_position)
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{
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out_pos = pos;
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res = a ? b/1000.0 : c/1000.0;
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}
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[test]
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if(sm<4) uniform 0 float 0
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if(sm<4) uniform 4 float 100
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if(sm<4) uniform 8 float 200
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if(sm>=4) uniform 0 int4 0 100 200 0
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todo(sm<4) draw quad
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probe all rgba (0.2, 0.2, 0.2, 0.2)
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if(sm<4) uniform 0 float -4
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if(sm<4) uniform 4 float 100
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if(sm<4) uniform 8 float 200
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if(sm>=4) uniform 0 int4 -4 100 200 0
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todo(sm<4) draw quad
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probe all rgba (0.1, 0.1, 0.1, 0.1)
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