tests: Add additional conditional tests for shader model 3.0.

This commit is contained in:
Francisco Casas 2024-04-01 20:14:58 -03:00 committed by Alexandre Julliard
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

View File

@ -74,6 +74,26 @@ float main() : sv_target
[require] [require]
shader model >= 3.0 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)] [pixel shader todo(sm<4)]
uniform float4 u; uniform float4 u;
@ -107,3 +127,151 @@ float4 main() : sv_target
[test] [test]
todo(glsl) draw quad todo(glsl) draw quad
probe all rgba (9.0, 10.0, 11.0, 12.0) 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)