Files
vkd3d/tests/hlsl/arithmetic-int-uniform.shader_test
2025-09-01 15:15:32 +02:00

432 lines
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[pixel shader]
uniform float2 a;
float4 main() : SV_TARGET
{
int x = a.x;
int y = a.y;
return float4(x + y, x - y, x * y, x / y);
}
[test]
uniform 0 float4 5.0 16.0 0.0 0.0
todo(msl) draw quad
probe (0, 0) rgba (21.0, -11.0, 80.0, 0.0)
[pixel shader]
uniform float2 a;
float4 main() : SV_TARGET
{
int x = a.x;
int y = a.y;
return float4(x % y, +x, -x, y / x);
}
[test]
uniform 0 float4 5.0 16.0 0.0 0.0
todo(msl) draw quad
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader]
uniform float2 a;
float4 main() : SV_TARGET
{
int x = a.x;
int y = a.y;
return float4(x / y, -x / y, x / -y, -x / -y);
}
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
todo(msl) draw quad
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader]
uniform float2 a;
float4 main() : SV_TARGET
{
int x = a.x;
int y = a.y;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
todo(msl) draw quad
bug(mvk<1.2.11) probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
[pixel shader]
uniform float2 a;
float4 main() : SV_TARGET
{
int x = a.x;
int y = a.y;
return float4(x / y, -x / y, x / -y, -x / -y);
}
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
todo(msl) draw quad
probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
[pixel shader]
uniform float2 a;
float4 main() : SV_TARGET
{
int x = a.x;
int y = a.y;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
todo(msl) draw quad
bug(mvk<1.2.11) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
uniform float4 a;
float4 main() : SV_TARGET
{
return abs(int4(a));
}
[test]
uniform 0 float4 5.0 -7.0 0.0 -10.0
draw quad
todo(msl & sm>=6) probe (0, 0) f32(5.0, 7.0, 0.0, 10.0)
[pixel shader]
uniform float4 a;
uniform float4 b;
float4 main() : sv_target
{
int2 x = a.xz;
int2 y = a.yw;
int2 z = b.xy;
int2 w = b.zw;
return float4(x / y, z % w);
}
[test]
uniform 0 float4 45.0 5.0 50.0 10.0
uniform 4 float4 3.0 8.0 2.0 5.0
todo(msl) draw quad
probe (0, 0) rgba (9.0, 5.0, 1.0, 3.0)
[pixel shader]
float f;
float4 main() : sv_target
{
int a = 16777217; // This rounds down to 16777216 when converted to float.
int b = f;
return float4(a % b, a % (-b), (-a) % b, (-a) % (-b));
}
[test]
uniform 0 float 10.0
todo(msl) draw quad
if(sm<4) probe (0, 0) rgba(6, 6, -6, -6)
if(sm>=4) bug(mvk<1.2.11) probe (0, 0) rgba(7, 7, -7, -7)
[pixel shader]
float f;
float4 main() : sv_target
{
int a = 16782201; // This rounds down to 16782200 when converted to float.
int b = f;
return float4(a / b, a / (-b), (-a) / b, (-a) / (-b));
}
[test]
uniform 0 float 999.0
todo(msl) draw quad
if(sm<4) probe (0, 0) rgba(16798, -16798, -16798, 16798)
if(sm>=4) probe (0, 0) rgba(16799, -16799, -16799, 16799)
[pixel shader]
float f;
float4 main() : sv_target
{
int a = 16782200;
int b = f;
return float4(a / b, a / (-b), (-a) / b, (-a) / (-b));
}
[test]
uniform 0 float 999.0
todo(msl) draw quad
probe (0, 0) rgba(16798, -16798, -16798, 16798)
[require]
shader model >= 6.0
int64
[pixel shader]
uniform int64_t2 a;
float4 main() : SV_TARGET
{
int64_t x = a.x;
int64_t y = a.y;
return float4(x + y, x - y, x * (y >> 4), x / y);
}
[test]
uniform 0 int64_t2 5000000000 16000000000
draw quad
probe (0, 0) rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
[pixel shader]
uniform int64_t2 a;
float4 main() : SV_TARGET
{
int64_t x = a.x;
int64_t y = a.y;
return float4(x % y, +x, -x, y / x);
}
[test]
uniform 0 int64_t2 5000000000 16000000000
draw quad
probe (0, 0) rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
[pixel shader]
uniform int64_t2 a;
float4 main() : SV_TARGET
{
int64_t x = a.x;
int64_t y = a.y;
return float4(x / y, -x / y, x / -y, -x / -y);
}
[test]
uniform 0 int64_t2 42000000000 5000000000
draw quad
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader]
uniform int64_t2 a;
float4 main() : SV_TARGET
{
int64_t x = a.x;
int64_t y = a.y;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
uniform 0 int64_t2 42000000000 5000000000
draw quad
bug(mvk<1.2.11) probe (0, 0) rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
[pixel shader]
uniform int64_t2 a;
float4 main() : SV_TARGET
{
return float4(abs(a), 0, 0);
}
[test]
uniform 0 int64_t2 5000000000 -7000000000
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (5.0e9, 7.0e9, 0.0, 0.0)
[pixel shader]
uniform int64_t2 a;
float4 main() : SV_TARGET
{
int64_t x = a.x;
int64_t y = a.y;
return float4(x == y, y == x, x != y, y != x);
}
[test]
uniform 0 int64_t2 42000000000 5000000000
draw quad
probe (0, 0) f32(0.0, 0.0, 1.0, 1.0)
uniform 0 int64_t2 42000000000 42000000000
draw quad
probe (0, 0) f32(1.0, 1.0, 0.0, 0.0)
[pixel shader]
uniform int64_t2 a;
float4 main() : SV_TARGET
{
int64_t x = a.x;
int64_t y = a.y;
return float4(x <= y, y <= x, x >= y, y >= x);
}
[test]
uniform 0 int64_t2 42000000000 5000000000
draw quad
probe (0, 0) f32(0.0, 1.0, 1.0, 0.0)
uniform 0 int64_t2 42000000000 42000000000
draw quad
probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
[pixel shader]
uniform int64_t2 a;
float4 main() : SV_TARGET
{
int64_t x = a.x;
int64_t y = a.y;
return float4(x < y, y < x, x > y, y > x);
}
[test]
uniform 0 int64_t2 42000000000 5000000000
draw quad
probe (0, 0) f32(0.0, 1.0, 1.0, 0.0)
uniform 0 int64_t2 42000000000 42000000000
draw quad
probe (0, 0) f32(0.0, 0.0, 0.0, 0.0)
[require]
shader model >= 4.0
[rtv 0]
format r32g32b32a32-sint
size (2d, 640, 480)
% Minimum precision vectors in constant buffers have inconsistent behavior with
% SM6 (see minimum-precision.shader_test), so we're reading with arrays instead.
[pixel shader]
uniform min16int u[4];
int4 main() : sv_target
{
min16int i = 1, j = -0xfff;
return int4(u[0] + i, u[1] + j, u[2] + i, u[3] + j);
}
[test]
uniform 0 uint 0
uniform 4 uint 0
uniform 8 uint 0xffd
uniform 12 uint 1
todo(msl & sm>=6) draw quad
probe (0, 0) i32(1, -0xfff, 0xffe, -0xffe)
[pixel shader]
uniform min16int u[2];
uniform uint i;
int4 main() : sv_target
{
min16int arr[4] = {1, 2, -0x7ff, 0xfff};
return int4(u[0] + arr[i], u[1] + arr[i + 1], 0, 0);
}
[test]
uniform 0 uint 2
uniform 4 uint 0xffe
% i is allocated differently between SM4-5 and SM6
uniform 5 uint 2
uniform 8 uint 2
todo(msl & sm>=6) draw quad
% In D3D12 with SM5 all reads to the array return 0
if(sm>=6 | !d3d12) probe (0, 0) u32(0xfffff803, 0x1ffd, 0, 0)
uniform 0 uint 0
uniform 4 uint 0
uniform 5 uint 0
uniform 8 uint 0
todo(msl & sm>=6) draw quad
if(sm>=6 | !d3d12) probe (0, 0) u32(1, 2, 0, 0)
[pixel shader]
uniform min16int u[4];
int4 main() : sv_target
{
min16int i = -3, j = 5;
return int4(u[0] * i, u[1] * j, u[2] * i, u[3] * j);
}
[test]
uniform 0 uint 7
uniform 4 uint 0xfffffff7
uniform 8 uint 0xfffffff9
uniform 12 uint 9
todo(msl & sm>=6) draw quad
probe (0, 0) i32(-21, -45, 21, 45)
[pixel shader fail todo]
% Minimum precision signed division is not supported.
uniform min16int4 u;
int4 main() : sv_target
{
min16int i = 32767, j = -5;
return int4(u.x / i, u.y / j, u.z / i, u.w / j);
}
[require]
shader model >= 6.2
native-16-bit
[pixel shader]
uniform int16_t4 u;
int4 main() : sv_target
{
int16_t i = 1, j = 0x7fff;
return int4(u.x + i, u.y + j, u.z + i, u.w + j);
}
[test]
uniform 0 uint 0
uniform 1 uint 0x0001fffd
draw quad
probe (0, 0) i32(1, 0x7fff, -2, -32768)
[pixel shader]
uniform int16_t4 u;
int4 main() : sv_target
{
int16_t i = -3, j = 5;
return int4(u.x * i, u.y * j, u.z * i, u.w * j);
}
[test]
uniform 0 uint 0xfff70007
uniform 1 uint4 0x9fff9
draw quad
probe (0, 0) i32(-21, -45, 21, 45)
[pixel shader]
uniform int16_t4 u;
int4 main() : sv_target
{
int16_t i = 32767, j = -5;
return int4(u.x / i, u.y / j, u.z / i, u.w / j);
}
[test]
uniform 0 uint 0x000b7ffe
uniform 1 uint 0x80007fff
draw quad
probe (0, 0) i32(0, -2, 1, 6553)