tests: Add many more tests for ternary expressions.

This commit is contained in:
Zebediah Figura 2023-11-09 19:41:10 -06:00 committed by Alexandre Julliard
parent a5549bae38
commit 9ac210eb1e
Notes: Alexandre Julliard 2024-01-17 22:43:18 +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/463
3 changed files with 348 additions and 16 deletions

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@ -163,6 +163,7 @@ vkd3d_shader_tests = \
tests/hlsl/side-effects.shader_test \ tests/hlsl/side-effects.shader_test \
tests/hlsl/sign.shader_test \ tests/hlsl/sign.shader_test \
tests/hlsl/single-numeric-initializer.shader_test \ tests/hlsl/single-numeric-initializer.shader_test \
tests/hlsl/sm6-ternary.shader_test \
tests/hlsl/smoothstep.shader_test \ tests/hlsl/smoothstep.shader_test \
tests/hlsl/sqrt.shader_test \ tests/hlsl/sqrt.shader_test \
tests/hlsl/state-block-syntax.shader_test \ tests/hlsl/state-block-syntax.shader_test \

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@ -0,0 +1,46 @@
% The ternary operator works differently in sm6.
% It now shortcuts, and is no longer per-component.
[require]
shader model >= 6.0
[pixel shader]
uniform float4 x;
float4 main() : sv_target
{
return x.x ? x : x - 1;
}
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
todo draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
uniform 0 float4 0.0 10.0 11.0 12.0
todo draw quad
probe all rgba (-1.0, 9.0, 10.0, 11.0)
[pixel shader]
float4 f;
float4 main() : sv_target
{
float f1 = 0.1, f2 = 0.2, f3;
f3 = f.x ? (f1 = 0.5) + 0.2 : (f2 = 0.6);
return float4(f1, f2, f3, 0.0);
}
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
draw quad
probe all rgba (0.5, 0.2, 0.7, 0.0)
[pixel shader fail]
float4 x, y, z;
float4 main() : sv_target
{
return x ? y : z;
}

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@ -1,3 +1,8 @@
[require]
% The ternary operator works differently in sm6. See sm6-ternary.shader_test.
shader model < 6.0
[pixel shader] [pixel shader]
uniform float4 x; uniform float4 x;
@ -8,12 +13,13 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 2.0 3.0 4.0 5.0 uniform 0 float4 2.0 3.0 4.0 5.0
todo(sm>=6) draw quad draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0) probe all rgba (2.0, 3.0, 4.0, 5.0)
uniform 0 float4 0.0 10.0 11.0 12.0 uniform 0 float4 0.0 10.0 11.0 12.0
todo(sm>=6) draw quad draw quad
probe all rgba (-1.0, 9.0, 10.0, 11.0) probe all rgba (-1.0, 9.0, 10.0, 11.0)
[pixel shader] [pixel shader]
uniform float4 x; uniform float4 x;
@ -32,6 +38,7 @@ uniform 0 float4 1.1 3.0 4.0 5.0
draw quad draw quad
probe all rgba (1.1, 2.0, 0.0, 0.0) probe all rgba (1.1, 2.0, 0.0, 0.0)
[pixel shader] [pixel shader]
float4 f; float4 f;
@ -42,27 +49,14 @@ float4 main() : sv_target
return float4(f1, f2, f3, 0.0); return float4(f1, f2, f3, 0.0);
} }
[require]
shader model < 6.0
[test] [test]
uniform 0 float4 1.0 0.0 0.0 0.0 uniform 0 float4 1.0 0.0 0.0 0.0
draw quad draw quad
probe all rgba (0.5, 0.6, 0.7, 0.0) probe all rgba (0.5, 0.6, 0.7, 0.0)
[require]
shader model >= 6.0
[test] [pixel shader]
uniform 0 float4 1.0 0.0 0.0 0.0
draw quad
probe all rgba (0.5, 0.2, 0.7, 0.0)
[require]
% reset requirements
[pixel shader fail(sm>=6)]
float4 x, y, z; float4 x, y, z;
float4 main() : sv_target float4 main() : sv_target
@ -76,3 +70,294 @@ uniform 4 float4 1.0 2.0 3.0 4.0
uniform 8 float4 5.0 6.0 7.0 8.0 uniform 8 float4 5.0 6.0 7.0 8.0
draw quad draw quad
probe all rgba (5.0, 2.0, 7.0, 4.0) probe all rgba (5.0, 2.0, 7.0, 4.0)
% The usual type conversion is applied to the first and second expression, as
% long as they are numeric.
[pixel shader fail]
uniform float2x4 a;
uniform float3x2 b;
float4 main() : sv_target
{
0 ? a : b;
return 0;
}
[pixel shader]
static float3x3 a = {0, 1, 2, 3, 4, 5, 6, 7, 8};
static float2x2 b = {.1, .2, .3, .4};
float4 main() : sv_target
{
return float4(1 ? a : b);
}
[test]
draw quad
probe all rgba (0.0, 1.0, 3.0, 4.0)
[pixel shader]
static float3 a = {0, 1, 2};
static float4 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return float4(0 ? a : b, 1.0);
}
[test]
draw quad
todo probe all rgba (5.0, 6.0, 7.0, 1.0)
% More restrictions are placed on the type of the first (condition) operand,
% relative to the common type computed from the other two (result). Either:
% * the class and dimensions must match exactly;
% * the condition operand is scalar;
% * the result operands are scalar;
% * one is a typeN and the other is a type1xN
[pixel shader fail todo]
uniform float4 cond;
uniform float2x2 a, b;
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[pixel shader fail todo]
uniform float2x2 cond;
uniform float4 a, b;
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[pixel shader]
static float2x2 cond = {1, 0, 0, 1};
static float2x2 a = {1, 2, 3, 4};
static float2x2 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[test]
draw quad
probe all rgba (1.0, 6.0, 7.0, 4.0)
[pixel shader fail todo]
uniform float3 cond;
uniform float4 a, b;
float4 main() : sv_target
{
(cond ? a : b);
return 0;
}
[pixel shader fail todo]
uniform float4 cond;
uniform float4x1 a, b;
float4 main() : sv_target
{
(cond ? a : b);
return 0;
}
% As may be expected, this yields the type of the arguments, not the conditional.
[pixel shader]
static float4 cond = {1, 0, 0, 1};
static float1x4 a = {1, 2, 3, 4};
static float1x4 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return (cond ? a : b)[0];
}
[test]
draw quad
probe all rgba (1.0, 6.0, 7.0, 4.0)
[pixel shader todo]
static float1x4 cond = {1, 0, 0, 1};
static float4 a = {1, 2, 3, 4};
static float4 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return (cond ? a : b)[0];
}
[test]
todo draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader fail]
uniform float1x4 cond;
uniform float4 a, b;
float4 main() : sv_target
{
return (cond ? a : b)[0][0];
}
[pixel shader]
static float1 cond = {0};
static float1x1 a = {2};
static float1x1 b = {3};
float4 main() : sv_target
{
return (cond ? a : b)[0][0];
}
[test]
draw quad
probe all rgba (3.0, 3.0, 3.0, 3.0)
[pixel shader]
uniform float cond;
uniform float4 a, b;
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
uniform 4 float4 1.0 2.0 3.0 4.0
uniform 8 float4 5.0 6.0 7.0 8.0
draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader todo]
// "scalar" can mean any 1-component numeric type.
static float1x1 cond = {0};
static float4 a = {1, 2, 3, 4};
static float4 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[test]
todo draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
[pixel shader todo]
uniform float4 cond;
uniform float4 a, b;
float4 main() : sv_target
{
return float4(cond ? a.x : b.x);
}
[test]
uniform 0 float4 1.0 0.0 1.0 0.0
uniform 4 float4 1.0 2.0 3.0 4.0
uniform 8 float4 5.0 6.0 7.0 8.0
todo draw quad
probe all rgba (1.0, 5.0, 1.0, 5.0)
[pixel shader todo]
// "scalar" can mean any 1-component numeric type.
static float4 cond = {1, 0, 0, 1};
static float1x1 a = {2};
static float1x1 b = {3};
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[test]
todo draw quad
probe all rgba (2.0, 3.0, 3.0, 2.0)
% Objects can be used, but their types have to be identical.
[pixel shader todo]
Texture2D t;
float4 main() : sv_target
{
Texture2D tmp = 0 ? t : t;
return 0;
}
[pixel shader fail]
Texture2D t;
float4 f;
float4 main() : sv_target
{
f ? t : t;
return 0;
}
[pixel shader fail]
Texture2D t;
Texture3D u;
float4 main() : sv_target
{
0 ? t : u;
return 0;
}
% Of course objects cannot be used as the condition.
[pixel shader fail todo]
Texture2D t;
float4 main() : sv_target
{
t ? 0 : 1;
return 0;
}