tests: Add more tests for early return from the entry point.

This commit is contained in:
Zebediah Figura 2021-09-11 16:07:31 -05:00 committed by Alexandre Julliard
parent 7460d7adc2
commit 4954c36347
Notes: Alexandre Julliard 2023-01-31 22:50:33 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
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/65
3 changed files with 264 additions and 12 deletions

View File

@ -102,7 +102,6 @@ vkd3d_shader_tests = \
tests/hlsl-numeric-types.shader_test \
tests/hlsl-numthreads.shader_test \
tests/hlsl-return-implicit-conversion.shader_test \
tests/hlsl-return-void.shader_test \
tests/hlsl-shape.shader_test \
tests/hlsl-single-numeric-initializer.shader_test \
tests/hlsl-smoothstep.shader_test \
@ -130,6 +129,7 @@ vkd3d_shader_tests = \
tests/preproc-invalid.shader_test \
tests/preproc-macro.shader_test \
tests/preproc-misc.shader_test \
tests/return.shader_test \
tests/round.shader_test \
tests/sampler.shader_test \
tests/sampler-offset.shader_test \

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@ -1,11 +0,0 @@
[pixel shader]
void main(out float4 ret : sv_target)
{
ret = float4(0.1, 0.2, 0.3, 0.4);
return;
ret = float4(0.5, 0.6, 0.7, 0.8);
}
[test]
draw quad
todo probe all rgba (0.1, 0.2, 0.3, 0.4)

263
tests/return.shader_test Normal file
View File

@ -0,0 +1,263 @@
% Test early return from the entry point.
[pixel shader]
float4 main() : sv_target
{
return float4(0.1, 0.2, 0.3, 0.4);
return float4(0.5, 0.6, 0.7, 0.8);
}
[test]
draw quad
todo probe all rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader]
void main(out float4 ret : sv_target)
{
ret = float4(0.1, 0.2, 0.3, 0.4);
return;
ret = float4(0.5, 0.6, 0.7, 0.8);
}
[test]
draw quad
todo probe all rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader]
uniform float f;
float4 main() : sv_target
{
if (f < 0.5)
return float4(0.1, 0.2, 0.3, 0.4);
return float4(0.5, 0.6, 0.7, 0.8);
}
[test]
uniform 0 float 0.2
draw quad
todo probe all rgba (0.1, 0.2, 0.3, 0.4)
uniform 0 float 0.8
draw quad
probe all rgba (0.5, 0.6, 0.7, 0.8)
[pixel shader]
uniform float f;
void main(out float4 ret : sv_target)
{
ret = float4(0.1, 0.2, 0.3, 0.4);
if (f < 0.5)
{
ret += 0.1;
}
else
{
return;
ret += 0.3;
}
ret += 0.1;
}
[test]
uniform 0 float 0.2
draw quad
probe all rgba (0.3, 0.4, 0.5, 0.6)
uniform 0 float 0.8
draw quad
todo probe all rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader]
uniform float f;
void main(out float4 ret : sv_target)
{
ret = float4(0.1, 0.2, 0.3, 0.4);
if (f < 0.3)
{
return;
}
ret += 0.1;
if (f < 0.7)
{
return;
}
ret += 0.3;
}
[test]
uniform 0 float 0.1
draw quad
todo probe all rgba (0.1, 0.2, 0.3, 0.4) 1
uniform 0 float 0.5
draw quad
todo probe all rgba (0.2, 0.3, 0.4, 0.5) 1
uniform 0 float 0.9
draw quad
probe all rgba (0.5, 0.6, 0.7, 0.8) 1
[pixel shader]
uniform float f;
void main(out float4 ret : sv_target)
{
ret = float4(0.1, 0.2, 0.3, 0.4);
if (f < 0.7)
{
if (f < 0.3)
return;
ret += 0.1;
}
ret += 0.3;
}
[test]
uniform 0 float 0.1
draw quad
todo probe all rgba (0.1, 0.2, 0.3, 0.4) 1
uniform 0 float 0.5
draw quad
probe all rgba (0.5, 0.6, 0.7, 0.8) 1
uniform 0 float 0.9
draw quad
probe all rgba (0.4, 0.5, 0.6, 0.7) 1
[pixel shader todo]
void main(out float4 ret : sv_target)
{
ret = float4(0.1, 0.2, 0.3, 0.4);
for (;;)
{
ret *= 2;
return;
ret *= 3;
}
ret += 0.1;
}
[test]
todo draw quad
todo probe all rgba (0.2, 0.4, 0.6, 0.8)
[pixel shader]
uniform float f;
void main(out float4 ret : sv_target)
{
int i;
ret = 0.1;
for (i = 0; i < 4; ++i)
{
if (ret.x > f)
return;
ret *= 2;
}
ret = 0.9;
}
[test]
uniform 0 float 0.0
draw quad
todo probe all rgba (0.1, 0.1, 0.1, 0.1) 1
uniform 0 float 0.1
draw quad
todo probe all rgba (0.2, 0.2, 0.2, 0.2) 1
uniform 0 float 0.3
draw quad
todo probe all rgba (0.4, 0.4, 0.4, 0.4) 1
uniform 0 float 0.7
draw quad
todo probe all rgba (0.8, 0.8, 0.8, 0.8) 1
uniform 0 float 0.9
draw quad
todo probe all rgba (0.9, 0.9, 0.9, 0.9) 1
[pixel shader todo]
uniform float f;
void main(out float4 ret : sv_target)
{
if (f < 0.5)
{
ret = 0.1;
for (;;)
{
ret *= 2;
return;
}
ret *= 3;
return;
}
else
{
ret = 0.4;
}
ret = 0.5;
}
[test]
uniform 0 float 0.2
todo draw quad
todo probe all rgba (0.2, 0.2, 0.2, 0.2)
uniform 0 float 0.8
todo draw quad
todo probe all rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader todo]
uniform float4 f[3];
void main(out float4 ret : sv_target)
{
int i, j;
ret = 0.1;
for (i = 0; i < 3; ++i)
{
for (j = 0; j < 3; ++j)
{
if (ret.x > f[j].x)
return;
}
ret *= 2;
}
ret = 0.9;
}
[test]
uniform 0 float4 0.3 0.0 0.0 0.0
uniform 4 float4 0.0 0.0 0.0 0.0
uniform 8 float4 0.1 0.0 0.0 0.0
todo draw quad
todo probe all rgba (0.1, 0.1, 0.1, 0.1) 1
uniform 4 float4 0.35 0.0 0.0 0.0
todo draw quad
todo probe all rgba (0.2, 0.2, 0.2, 0.2) 1
uniform 8 float4 0.5 0.0 0.0 0.0
todo draw quad
todo probe all rgba (0.4, 0.4, 0.4, 0.4) 1
uniform 0 float4 1.0 0.0 0.0 0.0
todo draw quad
todo probe all rgba (0.4, 0.4, 0.4, 0.4) 1
uniform 4 float4 2.0 0.0 0.0 0.0
todo draw quad
todo probe all rgba (0.9, 0.9, 0.9, 0.9) 1