Files
vkd3d/tests/hlsl/logic-operations.shader_test
Shaun Ren 245430002a vkd3d-shader/hlsl: Fold some general unary identities.
The following unary identities are applied:

  ||x|| -> |x|
  |-x| -> |x|
  ~(~x) -> x
  f(g(x)) -> g(x), where f(), g() are floor() or ceil() functions.
  -(-x) -> x
  !!x -> x
  !(x == y) -> x != y, !(x < y) -> x >= y, etc (for integers).
2025-08-21 16:00:46 +02:00

204 lines
3.3 KiB
Plaintext

[pixel shader]
float4 main() : SV_TARGET
{
float x = 5.0;
float y = 15.0;
return float4(x == y, x != y, x < y, x <= y);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
float x = 5.0;
float y = 15.0;
float zero = 0.0;
return float4(x > y, x >= y, !x, !zero);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
float zero = 0.0;
float one = 1.0;
return float4(zero && zero, zero && one, one && zero, one && one);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
float zero = 0.0;
float one = 1.0;
return float4(zero || zero, zero || one, one || zero, one || one);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 5;
int y = 15;
return float4(x == y, x != y, x < y, x <= y);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 5;
int y = 15;
int zero = 0;
return float4(x > y, x >= y, !x, !zero);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
int zero = 0;
int one = 1;
return float4(zero && zero, zero && one, one && zero, one && one);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
int zero = 0;
int one = 1;
return float4(zero || zero, zero || one, one || zero, one || one);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint x = 5;
uint y = 15;
return float4(x == y, x != y, x < y, x <= y);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint x = 5;
uint y = 15;
uint zero = 0;
return float4(x > y, x >= y, !x, !zero);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint zero = 0;
uint one = 1;
return float4(zero && zero, zero && one, one && zero, one && one);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint zero = 0;
uint one = 1;
return float4(zero || zero, zero || one, one || zero, one || one);
}
[test]
draw quad
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
int a, b;
float4 main() : SV_TARGET
{
return float4(!(a && b), !!(a || b), !!!a, !(a < b));
}
[test]
if(sm<4) uniform 0 float 5
if(sm<4) uniform 4 float 0
if(sm>=4) uniform 0 int 5
if(sm>=4) uniform 1 int 0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 0.0, 1.0)
if(sm<4) uniform 0 float -1
if(sm<4) uniform 4 float 3
if(sm>=4) uniform 0 int -1
if(sm>=4) uniform 1 int 3
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 1.0, 0.0, 0.0)
[pixel shader]
int a, b;
float4 main() : SV_TARGET
{
return float4(!(a == b), !(a != b), !(a < b), !(a >= b));
}
[test]
if(sm<4) uniform 0 float 0
if(sm<4) uniform 4 float 5
if(sm>=4) uniform 0 int 0
if(sm>=4) uniform 1 int 5
todo(msl & sm>=6) draw quad
probe (0, 0) f32(1.0, 0.0, 0.0, 1.0)
if(sm<4) uniform 0 float -1
if(sm<4) uniform 4 float -1
if(sm>=4) uniform 0 int -1
if(sm>=4) uniform 1 int -1
todo(msl & sm>=6) draw quad
probe (0, 0) f32(0.0, 1.0, 1.0, 0.0)