% Check that -0.0f is not less than 0.0f [pixel shader] float a; float4 main() : sv_target { return -0.0f < a; } [test] uniform 0 float 0.0 todo(glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 0.0) [pixel shader todo(sm<4)] uniform float4 f; float4 main() : sv_target { float4 result; float n = f.x/f.w; /* '!(condition)' in SM6 forces use of the unordered instruction variant. */ result.x = (f.y > f.x) ? 1.0 : 0.0; result.x += (f.y < f.x) ? 10.0 : 0.0; result.x += (f.y >= f.x) ? 100.0 : 0.0; result.x += (f.y <= f.x) ? 1000.0 : 0.0; result.x += !(f.y <= f.x) ? 10000.0 : 0.0; result.x += !(f.y >= f.x) ? 100000.0 : 0.0; result.x += !(f.y < f.x) ? 1000000.0 : 0.0; result.x += !(f.y > f.x) ? 10000000.0 : 0.0; result.y = (n > f.x) ? 1.0 : 0.0; result.y += (n < f.x) ? 10.0 : 0.0; result.y += (n >= f.x) ? 100.0 : 0.0; result.y += (n <= f.x) ? 1000.0 : 0.0; result.y += !(n <= f.x) ? 10000.0 : 0.0; result.y += !(n >= f.x) ? 100000.0 : 0.0; result.y += !(n < f.x) ? 1000000.0 : 0.0; result.y += !(n > f.x) ? 10000000.0 : 0.0; result.z = (f.z == f.y) ? 1.0 : 0.0; result.z += (f.z != f.y) ? 10.0 : 0.0; result.z += !(f.z == f.y) ? 100.0 : 0.0; result.z += !(f.z != f.y) ? 1000.0 : 0.0; result.z += (n == f.y) ? 10000.0 : 0.0; result.z += (n != f.y) ? 100000.0 : 0.0; result.z += !(n == f.y) ? 1000000.0 : 0.0; result.z += !(n != f.y) ? 10000000.0 : 0.0; // These compile to FCMP_ORD, but prepending a ! does not result in FCMP_UNO result.w = (f.y < f.x || f.y >= f.x) ? 1.0 : 0.0; result.w += (n < f.x || n >= f.x) ? 10.0 : 0.0; return result; } [test] uniform 0 float4 0.0 1.5 1.5 0.0 todo(sm<4 | glsl) draw quad % SM1-3 apparently treats '0/0' as zero. if(sm<4) todo probe all rgba (1010101.0, 11001100.0, 1101001.0, 11.0) % SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN. if(sm>=4 & sm<6) todo probe all rgba (1010101.0, 0.0, 1101001.0, 1.0) % SM6 emits the correct ordered/unordered instructions, so comparisons are false for NaN, and are made true with 'not'. if(sm>=6) probe all rgba (1010101.0, 11110000.0, 1101001.0, 1.0) % In shader model 2.0, native compares two numbers for equality checking if (a - b)*(a - b) is % positive instead of |a - b|. We check if this causes some changes in behavior for very small and % very large numbers. % For large numbers the behavior is the same, even though the multiplication reaches inf, but for % very small ones it is not because the multiplication results in 0. % % NOTE: Seems that subnormal numbers are considered equal to zero, at least in the WARP driver. % Probably this is implementation dependent and deserves separate testing, so only normal numbers % are passed on these tests. [require] shader model >= 2.0 shader model < 3.0 [pixel shader] float4 a, b; float4 main() : sv_target { return a == b; } [test] uniform 0 float4 1e-37 1e-37 1e+38 1e+38 uniform 4 float4 0 -1e-37 1e+38 -1e+38 draw quad probe all rgba (1.0, 1.0, 1.0, 0.0) [require] shader model >= 3.0 shader model < 4.0 [pixel shader] float4 a, b; float4 main() : sv_target { return a == b; } [test] uniform 0 float4 1e-37 1e-37 1e+38 1e+38 uniform 4 float4 0 -1e-37 1e+38 -1e+38 draw quad probe all rgba (0.0, 0.0, 1.0, 0.0) [require] shader model >= 6.0 [pixel shader] uniform float4 f; float4 main() : sv_target { float4 result = float4(isinf(f.x / f.y), isnan(sqrt(f.w)), isinf(sqrt(f.w)), isnan(f.x / f.y)); return result + float4(isinf(f.x / f.z), isnan(sqrt(f.y)), isinf(f.y / f.z), isnan(sqrt(f.z))) * 10.0; } [test] uniform 0 float4 1.5 0.0 1.0 -1.0 draw quad probe all rgba (1.0, 1.0, 0.0, 0.0) [pixel shader] uniform float4 f; float4 main() : sv_target { return float4(isfinite(f.x / f.y), isfinite(sqrt(f.w)), isfinite(f.x / f.z), 0.0); } [test] uniform 0 float4 1.5 0.0 1.0 -1.0 draw quad probe all rgba (0.0, 0.0, 1.0, 0.0)