tests/shader-runner: Add a test for float comparisons.

This commit is contained in:
Conor McCarthy 2023-11-10 13:07:12 +10:00 committed by Alexandre Julliard
parent d957247c67
commit 38e85079aa
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
2 changed files with 68 additions and 0 deletions

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@ -87,6 +87,7 @@ vkd3d_shader_tests = \
tests/hlsl/entry-point-semantics.shader_test \ tests/hlsl/entry-point-semantics.shader_test \
tests/hlsl/exp.shader_test \ tests/hlsl/exp.shader_test \
tests/hlsl/expr-indexing.shader_test \ tests/hlsl/expr-indexing.shader_test \
tests/hlsl/float-comparison.shader_test \
tests/hlsl/floor.shader_test \ tests/hlsl/floor.shader_test \
tests/hlsl/fmod.shader_test \ tests/hlsl/fmod.shader_test \
tests/hlsl/for.shader_test \ tests/hlsl/for.shader_test \

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@ -0,0 +1,67 @@
[pixel shader]
uniform float4 f;
float4 main() : sv_target
{
float4 result;
float n = f.x/f.w;
/* '!(condition)' in SM6 forces use of the unordered instruction variant. */
result.x = (f.y > f.x) ? 1.0 : 0.0;
result.x += (f.y < f.x) ? 10.0 : 0.0;
result.x += (f.y >= f.x) ? 100.0 : 0.0;
result.x += (f.y <= f.x) ? 1000.0 : 0.0;
result.x += !(f.y <= f.x) ? 10000.0 : 0.0;
result.x += !(f.y >= f.x) ? 100000.0 : 0.0;
result.x += !(f.y < f.x) ? 1000000.0 : 0.0;
result.x += !(f.y > f.x) ? 10000000.0 : 0.0;
result.y = (n > f.x) ? 1.0 : 0.0;
result.y += (n < f.x) ? 10.0 : 0.0;
result.y += (n >= f.x) ? 100.0 : 0.0;
result.y += (n <= f.x) ? 1000.0 : 0.0;
result.y += !(n <= f.x) ? 10000.0 : 0.0;
result.y += !(n >= f.x) ? 100000.0 : 0.0;
result.y += !(n < f.x) ? 1000000.0 : 0.0;
result.y += !(n > f.x) ? 10000000.0 : 0.0;
result.z = (f.z == f.y) ? 1.0 : 0.0;
result.z += (f.z != f.y) ? 10.0 : 0.0;
result.z += !(f.z == f.y) ? 100.0 : 0.0;
result.z += !(f.z != f.y) ? 1000.0 : 0.0;
result.z += (n == f.y) ? 10000.0 : 0.0;
result.z += (n != f.y) ? 100000.0 : 0.0;
result.z += !(n == f.y) ? 1000000.0 : 0.0;
result.z += !(n != f.y) ? 10000000.0 : 0.0;
/* It doesn't seem possible to generate DXIL instructions for 'is ordered' or 'is unordered'.
* Expressions 'isnan(n)' and '(isnan(n) || isnan(f.x))' compile into intrinsics. */
result.w = 0;
return result;
}
% SM1-3 apparently treats '0/0' as zero.
[require]
shader model < 4.0
[test]
uniform 0 float4 0.0 1.5 1.5 0.0
draw quad
todo probe all rgba (1010101.0, 11001100.0, 1101001.0, 0.0)
% SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN.
[require]
shader model >= 4.0
shader model < 6.0
[test]
uniform 0 float4 0.0 1.5 1.5 0.0
draw quad
todo probe all rgba (1010101.0, 0.0, 1101001.0, 0.0)
% SM6 emits the correct ordered/unordered instructions, so comparisons are false for NaN, and are made true with 'not'.
[require]
shader model >= 6.0
[test]
uniform 0 float4 0.0 1.5 1.5 0.0
todo(sm>=6) draw quad
probe all rgba (1010101.0, 11110000.0, 1101001.0, 0.0)