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vkd3d/tests/hlsl/arithmetic-int-uniform.shader_test
Francisco Casas 080672478d tests/hlsl: Test integer modulus with big integers.
Note that in d3dbc target profiles it gives different results when this
operation is constant folded compared to when it is not.

This suggests that whatever pass lowers the modulus operation to d3dbc
operations doesn't do it before constant folding.

Also note that when constant folded, d3dbc results differ from tpf
results for negative operands, because of the loss of precision that
happens when NEG is constant folded.

So the same integer modulus expression can have 3 different results
depending on the context.
2025-03-18 15:21:43 +01:00

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[pixel shader todo(sm<4)]
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(sm<4 | glsl | msl) draw quad
probe (0, 0) rgba (21.0, -11.0, 80.0, 0.0)
[pixel shader todo(sm<4)]
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(sm<4 | glsl | msl) draw quad
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader todo(sm<4)]
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(sm<4 | glsl | msl) draw quad
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader todo(sm<4)]
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(sm<4 | glsl | msl) draw quad
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
[pixel shader todo(sm<4)]
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(sm<4 | glsl | msl) draw quad
probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
[pixel shader todo(sm<4)]
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(sm<4 | glsl | msl) draw quad
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
todo(msl) draw quad
probe (0, 0) rgba (5.0, 7.0, 0.0, 10.0)
[pixel shader todo(sm<4)]
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(sm<4 | glsl | msl) draw quad
probe (0, 0) rgba (9.0, 5.0, 1.0, 3.0)
[pixel shader todo(sm<4)]
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(sm<4 | glsl | msl) draw quad
if(sm<4) probe (0, 0) rgba(6, 6, -6, -6)
if(sm>=4) probe (0, 0) rgba(7, 7, -7, -7)
[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
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
draw quad
probe (0, 0) rgba (5.0e9, 7.0e9, 0.0, 0.0)
[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) rgbai(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) rgbai(-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) rgbai(0, -2, 1, 6553)