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vkd3d/tests/hlsl/frexp.shader_test
Henri Verbeet 23ee29a953 vkd3d-shader/hlsl: Implement constant folding of 'reinterpret' expressions.
As encountered in tests/hlsl/frexp.shader_test.
2025-09-09 14:59:11 +02:00

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[pixel shader todo(sm<4)]
uniform float4 f;
float4 main() : sv_target
{
float exp;
float mantissa = frexp(f.x, exp);
return float4(exp, mantissa, 0.0, 0.0);
}
[test]
uniform 0 float4 3.1415927 0.0 0.0 0.0
todo(sm<4 | msl & sm>=6) draw quad
probe (0, 0) f32(2.0, 0.785398185, 0.0, 0.0)
uniform 0 float4 -3.1415927 0.0 0.0 0.0
todo(sm<4 | msl & sm>=6) draw quad
if(sm<4) probe (0, 0) f32(2.0, -0.785398185, 0.0, 0.0)
% Starting with shader model 4, negative inputs give positive mantissa.
if(sm>=4) probe (0, 0) f32(2.0, 0.785398185, 0.0, 0.0)
uniform 0 float4 7604.123 0.0 0.0 0.0
todo(sm<4 | msl & sm>=6) draw quad
probe (0, 0) f32(13.0, 0.92823765, 0.0, 0.0)
uniform 0 float4 0.00001234 0.0 0.0 0.0
todo(sm<4 | msl & sm>=6) draw quad
probe (0, 0) f32(-16.0, 0.8087142, 0.0, 0.0)
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm<4 | msl & sm>=6) draw quad
probe (0, 0) f32(0.0, 0.0, 0.0, 0.0)
uniform 0 float4 -0.0 0.0 0.0 0.0
todo(sm<4 | msl & sm>=6) draw quad
probe (0, 0) f32(0.0, 0.0, 0.0, 0.0)
uniform 0 float4 INF 0.0 0.0 0.0
todo(sm<4 | msl & sm>=6) draw quad
if(sm<4) probe (0, 0) f32(-NAN, -NAN, 0, 0)
if(sm>=4) probe (0, 0) f32(129, 0.5, 0, 0)
uniform 0 float4 -INF 0.0 0.0 0.0
todo(sm<4 | msl & sm>=6) draw quad
if(sm<4) probe (0, 0) f32(-NAN, -NAN, 0, 0)
if(sm>=4) probe (0, 0) f32(129, 0.5, 0, 0)
uniform 0 float4 NAN 0 0 0
todo(sm<4 | msl & sm>=6) draw quad
if(sm<4) probe (0, 0) f32(NAN, NAN, 0, 0)
if(sm>=4) probe (0, 0) f32(129, 0.75, 0, 0)
% Subnormals.
uniform 0 uint4 0x0007ffff 0 0 0
todo(sm<4 | msl & sm>=6) draw quad
probe (0, 0) f32(0, 0, 0, 0)
[pixel shader]
float4 main() : sv_target
{
int arg = 7604;
int exp;
/* Integers are promoted to floats. */
int mantissa = frexp(arg, exp);
return float4(exp, mantissa, 0, 0);
}
[test]
draw quad
probe (0, 0) f32(13.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
bool arg = true;
bool exp;
/* Bools are promoted to floats. */
bool mantissa = frexp(arg, exp);
return float4(exp, mantissa, 0, 0);
}
[test]
draw quad
if(sm<4) todo probe (0, 0) f32(0.0, 1.0, 0.0, 0.0)
if(sm>=4) probe (0, 0) f32(1.0, 1.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
half arg = 3.141;
half exp;
/* Halfs are promoted to floats. */
half mantissa = frexp(arg, exp);
return float4(exp, mantissa, 0, 0);
}
[test]
draw quad
probe (0, 0) f32(2.0, 0.785250008, 0.0, 0.0)
[require]
shader model >= 5.0
float64
[pixel shader todo]
float4 main() : sv_target
{
double arg = 3.14156265358979323;
double exp;
double mantissa = frexp(arg, exp);
return float4(exp, mantissa, 0, 0);
}
[test]
todo(sm<6) draw quad
probe (0, 0) f32(2.0, 0.785390675, 0.0, 0.0)