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tests/shader-runner: Add a test for float comparisons.
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Notes:
Alexandre Julliard
2023-11-15 22:58:28 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/459
@ -87,6 +87,7 @@ vkd3d_shader_tests = \
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tests/hlsl/entry-point-semantics.shader_test \
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tests/hlsl/entry-point-semantics.shader_test \
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tests/hlsl/exp.shader_test \
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tests/hlsl/exp.shader_test \
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tests/hlsl/expr-indexing.shader_test \
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tests/hlsl/expr-indexing.shader_test \
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tests/hlsl/float-comparison.shader_test \
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tests/hlsl/floor.shader_test \
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tests/hlsl/floor.shader_test \
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tests/hlsl/fmod.shader_test \
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tests/hlsl/fmod.shader_test \
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tests/hlsl/for.shader_test \
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tests/hlsl/for.shader_test \
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67
tests/hlsl/float-comparison.shader_test
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67
tests/hlsl/float-comparison.shader_test
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@ -0,0 +1,67 @@
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[pixel shader]
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uniform float4 f;
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float4 main() : sv_target
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{
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float4 result;
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float n = f.x/f.w;
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/* '!(condition)' in SM6 forces use of the unordered instruction variant. */
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result.x = (f.y > f.x) ? 1.0 : 0.0;
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result.x += (f.y < f.x) ? 10.0 : 0.0;
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result.x += (f.y >= f.x) ? 100.0 : 0.0;
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result.x += (f.y <= f.x) ? 1000.0 : 0.0;
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result.x += !(f.y <= f.x) ? 10000.0 : 0.0;
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result.x += !(f.y >= f.x) ? 100000.0 : 0.0;
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result.x += !(f.y < f.x) ? 1000000.0 : 0.0;
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result.x += !(f.y > f.x) ? 10000000.0 : 0.0;
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result.y = (n > f.x) ? 1.0 : 0.0;
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result.y += (n < f.x) ? 10.0 : 0.0;
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result.y += (n >= f.x) ? 100.0 : 0.0;
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result.y += (n <= f.x) ? 1000.0 : 0.0;
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result.y += !(n <= f.x) ? 10000.0 : 0.0;
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result.y += !(n >= f.x) ? 100000.0 : 0.0;
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result.y += !(n < f.x) ? 1000000.0 : 0.0;
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result.y += !(n > f.x) ? 10000000.0 : 0.0;
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result.z = (f.z == f.y) ? 1.0 : 0.0;
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result.z += (f.z != f.y) ? 10.0 : 0.0;
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result.z += !(f.z == f.y) ? 100.0 : 0.0;
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result.z += !(f.z != f.y) ? 1000.0 : 0.0;
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result.z += (n == f.y) ? 10000.0 : 0.0;
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result.z += (n != f.y) ? 100000.0 : 0.0;
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result.z += !(n == f.y) ? 1000000.0 : 0.0;
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result.z += !(n != f.y) ? 10000000.0 : 0.0;
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/* It doesn't seem possible to generate DXIL instructions for 'is ordered' or 'is unordered'.
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* Expressions 'isnan(n)' and '(isnan(n) || isnan(f.x))' compile into intrinsics. */
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result.w = 0;
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return result;
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}
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% SM1-3 apparently treats '0/0' as zero.
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[require]
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shader model < 4.0
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[test]
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uniform 0 float4 0.0 1.5 1.5 0.0
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draw quad
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todo probe all rgba (1010101.0, 11001100.0, 1101001.0, 0.0)
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% SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN.
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[require]
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shader model >= 4.0
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shader model < 6.0
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[test]
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uniform 0 float4 0.0 1.5 1.5 0.0
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draw quad
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todo probe all rgba (1010101.0, 0.0, 1101001.0, 0.0)
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% SM6 emits the correct ordered/unordered instructions, so comparisons are false for NaN, and are made true with 'not'.
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[require]
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shader model >= 6.0
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[test]
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uniform 0 float4 0.0 1.5 1.5 0.0
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todo(sm>=6) draw quad
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probe all rgba (1010101.0, 11110000.0, 1101001.0, 0.0)
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