tests: Add some tests for the 'switch' statements.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2023-09-20 11:53:36 +02:00 committed by Alexandre Julliard
parent f462d237c1
commit ebb5aacabf
Notes: Alexandre Julliard 2023-10-31 22:37:53 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/361
2 changed files with 553 additions and 0 deletions

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@ -166,6 +166,7 @@ vkd3d_shader_tests = \
tests/hlsl/struct-array.shader_test \
tests/hlsl/struct-assignment.shader_test \
tests/hlsl/struct-semantics.shader_test \
tests/hlsl/switch.shader_test \
tests/hlsl/swizzle-constant-prop.shader_test \
tests/hlsl/swizzle-matrix.shader_test \
tests/hlsl/swizzles.shader_test \

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@ -0,0 +1,552 @@
[require]
shader model >= 4.0
[pixel shader todo]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
case 0:
return 3.0;
case 1:
return 4.0;
default:
return 5.0;
}
}
[test]
uniform 0 uint4 3 0 0 0
todo draw quad
probe all rgba (5.0, 5.0, 5.0, 5.0)
uniform 0 uint4 1 0 0 0
todo draw quad
probe all rgba (4.0, 4.0, 4.0, 4.0)
uniform 0 uint4 0 0 0 0
todo draw quad
probe all rgba (3.0, 3.0, 3.0, 3.0)
% falling through is only supported for empty case statements
[pixel shader todo]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 0:
case 1:
c.x += 0.1f;
break;
}
return c;
}
[test]
uniform 0 uint4 2 0 0 0
todo draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
uniform 0 uint4 1 0 0 0
todo draw quad
probe all rgba (1.1, 2.0, 3.0, 4.0)
uniform 0 uint4 0 0 0 0
todo draw quad
probe all rgba (1.1, 2.0, 3.0, 4.0)
% case value evaluation
[pixel shader todo]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 1+1:
c += 0.1f;
break;
case 0:
c += 0.2f;
break;
}
return c;
}
[test]
uniform 0 uint4 2 0 0 0
todo draw quad
probe all rgba (1.1, 2.1, 3.1, 4.1)
uniform 0 uint4 1 0 0 0
todo draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
% floats are accepted
[pixel shader todo fail(sm>=6)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 2.1f:
c += 0.1f;
break;
case 0.9f:
c += 0.2f;
break;
}
return c;
}
[test]
uniform 0 uint4 2 0 0 0
todo draw quad
probe all rgba (1.1, 2.1, 3.1, 4.1)
uniform 0 uint4 1 0 0 0
todo draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader todo fail(sm>=6)]
float4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 2.1f:
c += 0.1f;
break;
case 0.9f:
c += 0.2f;
break;
}
return c;
}
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo draw quad
probe all rgba (1.1, 2.1, 3.1, 4.1)
uniform 0 float4 1.0 0.0 0.0 0.0
todo draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader fail]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
uint a = 1;
switch (v.x)
{
case 1+a:
c += 0.1f;
break;
case 0:
c += 0.2f;
break;
}
return c;
}
% duplicate cases
[pixel shader fail]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 2:
c += 0.1f;
break;
case 1+1:
c += 0.2f;
break;
}
return c;
}
% multiple default cases
[pixel shader fail]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
default:
case 2:
c += 0.1f;
break;
case 1:
c += 0.2f;
break;
default:
break;
}
return c;
}
% unterminated cases
[pixel shader fail(sm<6)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 0:
c += 0.1f;
case 1:
c += 0.2f;
break;
}
return c;
}
[pixel shader fail]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
case 0:
return 3.0;
case 1:
return 4.0;
case 2:
}
return 0.0;
}
[pixel shader fail]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
case 0:
return 3.0;
case 1:
return 4.0;
default:
}
return 0.0;
}
[pixel shader fail(sm<6)]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
case 0:
return 3.0;
case 1:
return 4.0;
default:
discard;
}
return 0.0;
}
[pixel shader fail(sm<6)]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
case 0:
return 3.0;
case 1:
return 4.0;
case 2:
discard;
}
return 0.0;
}
[pixel shader fail(sm<6)]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
case 0:
discard;
case 1:
return 4.0;
}
return 0.0;
}
% more complicated breaks
[pixel shader todo]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 2:
c += 0.1f;
if (true) break;
c = 9.0f;
case 1:
if (false) break;
c += 0.2f;
break;
default:
case 0:
break;
}
return c;
}
[test]
uniform 0 uint4 2 0 0 0
todo draw quad
probe all rgba (1.1, 2.1, 3.1, 4.1)
uniform 0 uint4 1 0 0 0
todo draw quad
probe all rgba (1.2, 2.2, 3.2, 4.2)
uniform 0 uint4 0 0 0 0
todo draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
% switch breaks within a loop
[pixel shader todo]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0f, 2.0f, 3.0f, 4.0f};
for (int i = 0; i < 4; ++i)
{
switch (v.x)
{
case 2:
c += 1.0f;
break;
case 1:
c -= 1.0f;
break;
default:
case 0:
break;
}
}
return c;
}
[test]
uniform 0 uint4 2 0 0 0
todo draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
% default case placement
[pixel shader todo]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0f, 2.0f, 3.0f, 4.0f};
switch (v.x)
{
case 2:
c += 1.0f;
break;
case 1:
c -= 1.0f;
break;
case 3:
default:
case 0:
c += 3.0f;
break;
}
return c;
}
[test]
uniform 0 uint4 0 0 0 0
todo draw quad
probe all rgba (4.0, 5.0, 6.0, 7.0)
uniform 0 uint4 2 0 0 0
todo draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
uniform 0 uint4 3 0 0 0
todo draw quad
probe all rgba (4.0, 5.0, 6.0, 7.0)
[pixel shader todo]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0f, 2.0f, 3.0f, 4.0f};
switch (v.x)
{
case 2:
c += 1.0f;
break;
case 1:
c -= 1.0f;
break;
case 3:
default:
break;
case 0:
c += 3.0f;
break;
}
return c;
}
[test]
uniform 0 uint4 3 0 0 0
todo draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
uniform 0 uint4 0 0 0 0
todo draw quad
probe all rgba (4.0, 5.0, 6.0, 7.0)
uniform 0 uint4 5 0 0 0
todo draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
% 'continue' is not supported in switches
[pixel shader fail(sm<6)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
uint i, j;
for (i = 0; i < v.z; i++)
{
switch (v.x)
{
case 0:
c += 0.1f;
continue;
break;
case 1:
c += 0.2f;
break;
}
}
return c;
}
[pixel shader todo]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
uint i, j;
for (i = 0; i < v.z; i++)
{
switch (v.x)
{
case 0:
for (j = 0; j < v.z; j++)
{
c += 1.0f;
if (v.w)
continue;
}
break;
case 1:
c += 2.0f;
break;
}
}
return c;
}
[test]
uniform 0 uint4 0 0 3 1
todo draw quad
probe all rgba (10.0, 11.0, 12.0, 13.0)
uniform 0 uint4 1 0 3 1
todo draw quad
probe all rgba (7.0, 8.0, 9.0, 10.0)
% return from a switch nested in a loop
[pixel shader todo]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
uint i, j;
for (i = 0; i < v.z; i++)
{
switch (v.x)
{
case 0:
c += 1.0f;
break;
case 1:
c += 2.0f;
return c;
}
c += 100.0f;
}
return c;
}
[test]
uniform 0 uint4 0 0 3 1
todo draw quad
probe all rgba (304.0, 305.0, 306.0, 307.0)
uniform 0 uint4 1 0 3 1
todo draw quad
probe all rgba (3.0, 4.0, 5.0, 6.0)