mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-09-13 09:16:14 -07:00
tests: Add additional conditional tests for shader model 3.0.
This commit is contained in:
parent
dbb9cfd958
commit
74c998a2a4
Notes:
Alexandre Julliard
2024-04-25 00:12:42 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Zebediah Figura (@zfigura) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/794
@ -74,6 +74,26 @@ float main() : sv_target
|
||||
[require]
|
||||
shader model >= 3.0
|
||||
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float a;
|
||||
|
||||
float4 main() : sv_target
|
||||
{
|
||||
if (a < 4)
|
||||
return float4(1, 2, 3, 4);
|
||||
return float4(10, 20, 30, 40);
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 float -2
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (1, 2, 3, 4)
|
||||
uniform 0 float 10
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (10, 20, 30, 40)
|
||||
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 u;
|
||||
|
||||
@ -107,3 +127,151 @@ float4 main() : sv_target
|
||||
[test]
|
||||
todo(glsl) draw quad
|
||||
probe all rgba (9.0, 10.0, 11.0, 12.0)
|
||||
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
int a, b;
|
||||
|
||||
float4 main() : sv_target
|
||||
{
|
||||
if (a < b)
|
||||
return -1.0;
|
||||
else
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
[test]
|
||||
if(sm<4) uniform 0 float 8
|
||||
if(sm<4) uniform 4 float 9
|
||||
if(sm>=4) uniform 0 int 8
|
||||
if(sm>=4) uniform 1 int 9
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (-1.0, -1.0, -1.0, -1.0)
|
||||
if(sm<4) uniform 0 float -3
|
||||
if(sm<4) uniform 4 float -4
|
||||
if(sm>=4) uniform 0 int -3
|
||||
if(sm>=4) uniform 1 int -4
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (1.0, 1.0, 1.0, 1.0)
|
||||
if(sm<4) uniform 0 float 7
|
||||
if(sm<4) uniform 4 float 7
|
||||
if(sm>=4) uniform 0 int 7
|
||||
if(sm>=4) uniform 1 int 7
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (1.0, 1.0, 1.0, 1.0)
|
||||
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
int a, b;
|
||||
|
||||
float4 main() : sv_target
|
||||
{
|
||||
if (a <= b)
|
||||
return -1.0;
|
||||
else
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
[test]
|
||||
if(sm<4) uniform 0 float 8
|
||||
if(sm<4) uniform 4 float 9
|
||||
if(sm>=4) uniform 0 int 8
|
||||
if(sm>=4) uniform 1 int 9
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (-1.0, -1.0, -1.0, -1.0)
|
||||
if(sm<4) uniform 0 float -3
|
||||
if(sm<4) uniform 4 float -4
|
||||
if(sm>=4) uniform 0 int -3
|
||||
if(sm>=4) uniform 1 int -4
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (1.0, 1.0, 1.0, 1.0)
|
||||
if(sm<4) uniform 0 float 7
|
||||
if(sm<4) uniform 4 float 7
|
||||
if(sm>=4) uniform 0 int 7
|
||||
if(sm>=4) uniform 1 int 7
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (-1.0, -1.0, -1.0, -1.0)
|
||||
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
int a, b;
|
||||
|
||||
float4 main() : sv_target
|
||||
{
|
||||
if (a != b)
|
||||
return -1.0;
|
||||
else
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
[test]
|
||||
if(sm<4) uniform 0 float -3
|
||||
if(sm<4) uniform 4 float -2
|
||||
if(sm>=4) uniform 0 int -3
|
||||
if(sm>=4) uniform 1 int -2
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (-1.0, -1.0, -1.0, -1.0)
|
||||
if(sm<4) uniform 0 float 4
|
||||
if(sm<4) uniform 4 float 4
|
||||
if(sm>=4) uniform 0 int 4
|
||||
if(sm>=4) uniform 1 int 4
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (1.0, 1.0, 1.0, 1.0)
|
||||
|
||||
|
||||
% Test "if" conditionals, using resource loads to ensure we aren't removing these instruction with optimizations.
|
||||
[srv 0]
|
||||
size (2d, 2, 2)
|
||||
0.0 0.0 0.0 4.0 1.0 0.0 0.0 4.0
|
||||
0.0 1.0 0.0 4.0 1.0 1.0 0.0 4.0
|
||||
|
||||
[sampler 0]
|
||||
filter linear linear linear
|
||||
address clamp clamp clamp
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
Texture2D tex;
|
||||
sampler sam;
|
||||
float a;
|
||||
|
||||
float4 main() : sv_target
|
||||
{
|
||||
if (a < 4)
|
||||
return tex.Sample(sam, float2(0, 0));
|
||||
return float4(1, 2, 3, 4);
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 float -2
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (0.0, 0.0, 0.0, 4.0)
|
||||
uniform 0 float 4
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
Texture2D tex;
|
||||
sampler sam;
|
||||
float a;
|
||||
|
||||
float4 main() : sv_target
|
||||
{
|
||||
if (a >= 2)
|
||||
return tex.Sample(sam, float2(0, 0));
|
||||
else if (a >= 1)
|
||||
return tex.Sample(sam, float2(1, 0));
|
||||
else
|
||||
return tex.Sample(sam, float2(1, 1));
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 float 2
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (0.0, 0.0, 0.0, 4.0)
|
||||
uniform 0 float 1
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (1.0, 0.0, 0.0, 4.0)
|
||||
uniform 0 float 0
|
||||
todo(sm<4 | glsl) draw quad
|
||||
probe all rgba (1.0, 1.0, 0.0, 4.0)
|
||||
|
Loading…
Reference in New Issue
Block a user