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vkd3d/tests/hlsl/non-const-indexing.shader_test
Francisco Casas 3ead8d532b vkd3d-shader/hlsl: Allow non-constant deref propagation on SM1.
Note that we still have to preempt the propagation to SM1 pixel shader
uniforms. Otherwise this will turn the many constant derefs that appear
from the <index-val> copy generated in lower_index_loads() into a single
non-constant deref, causing it to allocate all the registers instead of
up until the last one used.
2025-04-02 18:27:16 +02:00

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[pixel shader]
uniform float4 f[3];
uniform float2 i;
float4 main() : sv_target
{
return f[i.x + i.y];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 0 0 0 0
todo(msl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
uniform 12 float4 1 0 0 0
todo(msl) draw quad
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 12 float4 0 1 0 0
todo(msl) draw quad
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 12 float4 1 1 0 0
todo(msl) draw quad
probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)
[pixel shader]
uniform float i;
float4 main() : SV_TARGET
{
float4 arr = float4(11.0, 12.0, 13.0, 14.0);
return arr[i];
}
[test]
uniform 0 float 0
draw quad
probe (0, 0) rgba (11.0, 11.0, 11.0, 11.0)
uniform 0 float 1
draw quad
probe (0, 0) rgba (12.0, 12.0, 12.0, 12.0)
uniform 0 float 1.6
draw quad
probe (0, 0) rgba (12.0, 12.0, 12.0, 12.0)
uniform 0 float 2
draw quad
probe (0, 0) rgba (13.0, 13.0, 13.0, 13.0)
uniform 0 float 2.6
draw quad
probe (0, 0) rgba (13.0, 13.0, 13.0, 13.0)
uniform 0 float 3
draw quad
probe (0, 0) rgba (14.0, 14.0, 14.0, 14.0)
[pixel shader]
float i;
float4 main() : sv_target
{
float a[4] = {1, 2, 3, 4};
return a[i];
}
[test]
uniform 0 float 2.3
todo(msl) draw quad
probe (0, 0) rgba (3, 3, 3, 3)
[pixel shader]
uniform float i;
float4 main() : SV_TARGET
{
int4 arr_i = int4(21, 22, 23, 24);
bool4 arr_b = bool4(true, false, true, false);
return float4(arr_i[i], arr_b[i], arr_i[3 - i], arr_b[3 - i]);
}
[test]
uniform 0 float 0
todo(msl) draw quad
probe (0, 0) rgba (21.0, 1.0, 24.0, 0.0)
uniform 0 float 1
todo(msl) draw quad
probe (0, 0) rgba (22.0, 0.0, 23.0, 1.0)
uniform 0 float 2
todo(msl) draw quad
probe (0, 0) rgba (23.0, 1.0, 22.0, 0.0)
uniform 0 float 3
todo(msl) draw quad
probe (0, 0) rgba (24.0, 0.0, 21.0, 1.0)
[pixel shader]
uniform float2 i;
float4 main() : sv_target
{
float4 f[3] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12};
return f[i.x + i.y];
}
[test]
uniform 0 float4 0 0 0 0
todo(msl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
uniform 0 float4 1 0 0 0
todo(msl) draw quad
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 0 float4 0 1 0 0
todo(msl) draw quad
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 0 float4 1 1 0 0
todo(msl) draw quad
probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)
[pixel shader]
float4 a;
float4 main() : sv_target
{
float4 arr[] = {10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120};
float4 tmp = float4(1, 2, 3, 4);
tmp.yz = arr[a.z].wx;
return tmp;
}
[test]
uniform 0 float4 0 0 2.4 0
todo(msl) draw quad
probe (0, 0) rgba (1.0, 120.0, 90.0, 4.0)
[pixel shader]
float i, j;
float4 main() : sv_target
{
float arr[6][2] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11};
return arr[i][j];
}
[test]
if(sm<4) uniform 0 float 3
if(sm<4) uniform 4 float 1
if(sm>=4) uniform 0 float4 3 1 0 0
todo(msl) draw quad
probe (0, 0) rgba (7, 7, 7, 7)
if(sm<4) uniform 0 float 5
if(sm<4) uniform 4 float 0
if(sm>=4) uniform 0 float4 5 0 0 0
todo(msl) draw quad
probe (0, 0) rgba (10, 10, 10, 10)
[pixel shader]
float i, j;
float k;
float4 main() : sv_target
{
float4 arr[4][3] = {
0, 1, 2, 3,
10, 11, 12, 13,
20, 21, 22, 23,
30, 31, 32, 33,
40, 41, 42, 43,
50, 51, 52, 53,
60, 61, 62, 63,
70, 71, 72, 73,
80, 81, 82, 83,
90, 91, 92, 93,
100, 101, 102, 103,
110, 111, 112, 113,
};
return arr[i + k][j + k];
}
[test]
if(sm<4) uniform 0 float 2
if(sm<4) uniform 4 float 1
if(sm<4) uniform 8 float -1
if(sm>=4) uniform 0 float4 2 1 -1 0
todo(msl) draw quad
probe (0, 0) rgba (30, 31, 32, 33)
if(sm<4) uniform 0 float 1
if(sm<4) uniform 4 float 0
if(sm<4) uniform 8 float 1
if(sm>=4) uniform 0 float4 1 0 1 0
todo(msl) draw quad
probe (0, 0) rgba (70, 71, 72, 73)
[pixel shader]
float i, j;
float4 main() : sv_target
{
struct
{
float a;
float b[3];
} apples[4] = {42, 0, 1, 2, 42, 3, 4, 5, 42, 6, 7, 8, 42, 9, 10, 11};
return apples[i - 10].b[j - 10];
}
[test]
if(sm<4) uniform 0 float 11
if(sm<4) uniform 4 float 12
if(sm>=4) uniform 0 float4 11 12 0 0
todo(msl) draw quad
probe (0, 0) rgba (5, 5, 5, 5)
if(sm<4) uniform 0 float 13
if(sm<4) uniform 4 float 10
if(sm>=4) uniform 0 float4 13 10 0 0
todo(msl) draw quad
probe (0, 0) rgba (9, 9, 9, 9)
[pixel shader]
uniform float4x2 m[2];
uniform int4 i;
float4 main() : sv_target
{
return float4(m[i.x][0], m[i.y][1]);
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 -1.0 -2.0 -3.0 -4.0
uniform 12 float4 -5.0 -6.0 -7.0 -8.0
if(sm<4) uniform 16 float4 1 0 0 0
if(sm>=4) uniform 16 int4 1 0 0 0
todo(msl) draw quad
probe (0, 0) rgba(-1.0, -5.0, 2.0, 6.0)
% SM1 doesn't support relative addressing if it is used in a l-value.
[require]
shader model >= 4.0
[pixel shader]
int i, j;
float4 main() : sv_target
{
float mut1[4] = {1, 2, 3, 4};
float mut2[4] = {5, 6, 7, 8};
mut1[i] = 100;
mut2[j] = mut1[j];
return float4(mut2[0], mut2[1], mut2[2], mut2[3]);
}
[test]
uniform 0 int 0
uniform 1 int 0
todo(msl) draw quad
probe (0, 0) rgba (100, 6, 7, 8)
uniform 0 int 2
uniform 1 int 2
todo(msl) draw quad
probe (0, 0) rgba (5, 6, 100, 8)
uniform 0 int 1
uniform 1 int 3
todo(msl) draw quad
probe (0, 0) rgba (5, 6, 7, 4)
[pixel shader]
float a, b, c, d;
float e, f, g, h;
int i, j;
float4 main() : sv_target
{
float arr1[8] = {a, a, b, b, c, c, d, d};
float arr2[8] = {e, e, f, f, g, g, h, h};
arr1[i] = arr2[i];
arr2[j] = arr1[j];
return 1000 * float4(arr1[0], arr1[4], arr2[0], arr2[4])
+ 100 * float4(arr1[1], arr1[5], arr2[1], arr2[5])
+ 10 * float4(arr1[2], arr1[6], arr2[2], arr2[6])
+ 1 * float4(arr1[3], arr1[7], arr2[3], arr2[7]);
}
[test]
uniform 0 float4 1 2 3 4
uniform 4 float4 5 6 7 8
uniform 8 int 3
uniform 9 int 4
todo(msl) draw quad
probe (0, 0) rgba (1126, 3344, 5566, 3788)
[pixel shader]
uint i, j;
float4 main() : sv_target
{
float mut1[4] = {1, 2, 3, 4};
/* dxc emits a pointer bitcast, which results in a VSIR MOV with mismatched data types. */
mut1[i] = asfloat(j);
return float4(mut1[0], mut1[1], mut1[2], mut1[3]);
}
[test]
uniform 0 uint 1
uniform 1 uint 0x40a00000
todo(msl) draw quad
probe (0, 0) rgba (1, 5, 3, 4)
[require]
% reset requirements
[pixel shader]
uniform float4 f[4];
uniform uint4 u;
uniform uint4 v;
float4 main() : sv_target
{
float temp[4];
temp[0] = f[u.x].x;
temp[1] = f[u.y].x;
temp[2] = f[u.z].x;
temp[3] = f[u.w].x;
return float4(temp[v.x], temp[v.y], temp[v.z], temp[v.w]);
}
% FXC is incapable of compiling this correctly, but results differ for SM1-3 vs SM4-5.
[test]
uniform 0 float 1.0
uniform 4 float 2.0
uniform 8 float 3.0
uniform 12 float 4.0
uniform 16 uint4 3 1 0 2
uniform 20 uint4 0 3 1 2
todo(msl) draw quad
if(sm<4) probe (0,0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm>=4 & sm<6) todo probe (0,0) rgba (4.0, 4.0, 4.0, 4.0)
if(sm>=6) probe (0,0) rgba (4.0, 3.0, 2.0, 1.0)
[vertex shader]
uniform float4 f[3];
uniform int2 i;
void main(float4 pos : position, out float4 tex : texcoord, out float4 out_pos : sv_position)
{
tex = f[i.x + i.y];
out_pos = pos;
}
[pixel shader]
float4 main(float4 tex : texcoord) : sv_target
{
return tex;
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
if(sm<4) uniform 12 float4 0 0 0 0
if(sm>=4) uniform 12 int4 0 0 0 0
todo(msl) draw quad
probe (0, 0) rgba(1.0, 2.0, 3.0, 4.0)
if(sm<4) uniform 12 float4 1 0 0 0
if(sm>=4) uniform 12 int4 1 0 0 0
todo(msl) draw quad
probe (0, 0) rgba(5.0, 6.0, 7.0, 8.0)
if(sm<4) uniform 12 float4 0 1 0 0
if(sm>=4) uniform 12 int4 0 1 0 0
todo(msl) draw quad
probe (0, 0) rgba(5.0, 6.0, 7.0, 8.0)
if(sm<4) uniform 12 float4 1 1 0 0
if(sm>=4) uniform 12 int4 1 1 0 0
todo(msl) draw quad
probe (0, 0) rgba(9.0, 10.0, 11.0, 12.0)
if(sm<4) uniform 12 float4 0.5 0 0 0
if(sm>=4) uniform 12 int4 0 0 0 0
todo(msl) draw quad
probe (0, 0) rgba(1.0, 2.0, 3.0, 4.0)
if(sm<4) uniform 12 float4 0 1.4 0 0
if(sm>=4) uniform 12 int4 0 1 0 0 0
todo(msl) draw quad
probe (0, 0) rgba(5.0, 6.0, 7.0, 8.0)
if(sm<4) uniform 12 float4 1.5 0 0 0
if(sm>=4) uniform 12 int4 2 0 0 0
todo(msl) draw quad
probe (0, 0) rgba(9.0, 10.0, 11.0, 12.0)
[require]
shader model >= 4.0
[pixel shader]
float4 f[2];
float4 main(uint index : INDEX) : sv_target
{
return f[index];
}