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tests: Add tests for valid conditional types.
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Alexandre Julliard
2024-01-23 23:04:27 +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/577
@ -73,6 +73,7 @@ vkd3d_shader_tests = \
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tests/hlsl/cast-to-uint.shader_test \
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tests/hlsl/cbuffer.shader_test \
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tests/hlsl/ceil.shader_test \
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tests/hlsl/cf-cond-types.shader_test \
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tests/hlsl/clamp.shader_test \
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tests/hlsl/clip.shader_test \
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tests/hlsl/combined-samplers.shader_test \
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131
tests/hlsl/cf-cond-types.shader_test
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131
tests/hlsl/cf-cond-types.shader_test
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@ -0,0 +1,131 @@
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% Condition to if/for/while must be numeric. They must also be 1-component
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% (although not per se scalar — vectors and matrices are allowed, but not
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% arrays).
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%
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% In theory an implicit conversion to bool is being performed, except that,
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% unlike other places where implicit conversions are performed (assignments,
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% return values) vectors are not truncated, but instead result in an error.
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[pixel shader fail]
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static const float2 f;
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float4 main() : sv_target
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{
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if (f);
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return 0;
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}
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[pixel shader fail]
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static const float f[1];
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float4 main() : sv_target
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{
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if (f);
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return 0;
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}
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[pixel shader fail]
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static const Texture2D f;
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float4 main() : sv_target
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{
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if (f);
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return 0;
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}
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[pixel shader fail]
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static const float2 f;
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float4 main() : sv_target
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{
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while (f);
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return 0;
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}
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[pixel shader fail]
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static const float f[1];
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float4 main() : sv_target
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{
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while (f);
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return 0;
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}
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[pixel shader fail]
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static const Texture2D f;
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float4 main() : sv_target
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{
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while (f);
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return 0;
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}
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[pixel shader fail]
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static const float2 f;
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float4 main() : sv_target
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{
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do; while(f);
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return 0;
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}
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[pixel shader fail]
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static const float f[1];
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float4 main() : sv_target
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{
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do; while(f);
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return 0;
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}
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[pixel shader fail]
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static const Texture2D f;
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float4 main() : sv_target
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{
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do; while(f);
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return 0;
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}
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[pixel shader fail]
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static const float2 f;
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float4 main() : sv_target
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{
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for (; f;);
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return 0;
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}
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[pixel shader fail]
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static const float f[1];
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float4 main() : sv_target
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{
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for (; f;);
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return 0;
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}
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[pixel shader fail]
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static const Texture2D f;
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float4 main() : sv_target
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{
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for (; f;);
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return 0;
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}
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[pixel shader todo]
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static const float1x1 f;
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float4 main() : sv_target
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{
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if (f);
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for (; f;);
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while (f);
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do; while (f);
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return 0;
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}
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[pixel shader]
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uniform float1 f;
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float4 main() : sv_target
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{
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if (f)
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return 1;
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return 0;
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}
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[test]
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uniform 0 float4 -2.0 0.0 0.0 0.0
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draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 -0.0 0.0 0.0 0.0
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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