vkd3d/tests/hlsl/switch.shader_test
Francisco Casas 6a8939e19f tests: Remove [require] directives for tests that use int and bool uniforms.
These tests should actually compile and run in SM1, which is possible
if we pass the int and uint uniforms in the expected IEEE 754 float
format for SM1 shaders.

Also, bools should be passed as 1.0f or 0.0f to SM1.
2024-02-13 22:51:23 +01:00

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[pixel shader todo(sm<4)]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
case 0:
return 3.0;
case 1:
return 4.0;
default:
return 5.0;
}
}
[test]
if(sm<4) uniform 0 float4 3 0 0 0
if(sm>=4) uniform 0 uint4 3 0 0 0
todo(sm<4) draw quad
probe all rgba (5.0, 5.0, 5.0, 5.0)
if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0
todo(sm<4) draw quad
probe all rgba (4.0, 4.0, 4.0, 4.0)
if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0
todo(sm<4) draw quad
probe all rgba (3.0, 3.0, 3.0, 3.0)
% just a default case
[pixel shader todo(sm<4)]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
default:
return 5.0;
}
}
[test]
if(sm<4) uniform 0 float4 3 0 0 0
if(sm>=4) uniform 0 uint4 3 0 0 0
todo(sm<4) draw quad
probe all rgba (5.0, 5.0, 5.0, 5.0)
if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0
todo(sm<4) draw quad
probe all rgba (5.0, 5.0, 5.0, 5.0)
if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0
todo(sm<4) draw quad
probe all rgba (5.0, 5.0, 5.0, 5.0)
% completely empty
[pixel shader fail]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
}
}
% falling through is only supported for empty case statements
[pixel shader todo(sm<4)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 0:
case 1:
c.x += 0.1f;
break;
}
return c;
}
[test]
if(sm<4) uniform 0 float4 2 0 0 0
if(sm>=4) uniform 0 uint4 2 0 0 0
todo(sm<4) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0
todo(sm<4) draw quad
probe all rgba (1.1, 2.0, 3.0, 4.0)
if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0
todo(sm<4) draw quad
probe all rgba (1.1, 2.0, 3.0, 4.0)
% case value evaluation
[pixel shader todo(sm<4)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 1+1:
c += 0.1f;
break;
case 0:
c += 0.2f;
break;
}
return c;
}
[test]
if(sm<4) uniform 0 float4 2 0 0 0
if(sm>=4) uniform 0 uint4 2 0 0 0
todo(sm<4) draw quad
probe all rgba (1.1, 2.1, 3.1, 4.1)
if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0
todo(sm<4) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
% floats are accepted
[pixel shader fail(sm>=6) todo(sm<4)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 2.1f:
c += 0.1f;
break;
case 0.9f:
c += 0.2f;
break;
}
return c;
}
[test]
if(sm<4) uniform 0 float4 2 0 0 0
if(sm>=4) uniform 0 uint4 2 0 0 0
todo(sm<4) draw quad
probe all rgba (1.1, 2.1, 3.1, 4.1)
if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0
todo(sm<4) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader fail(sm<4 | sm>=6) todo(sm<4)]
float4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 2.1f:
c += 0.1f;
break;
case 0.9f:
c += 0.2f;
break;
}
return c;
}
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo(sm<4) draw quad
probe all rgba (1.1, 2.1, 3.1, 4.1)
uniform 0 float4 1.0 0.0 0.0 0.0
todo(sm<4) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader fail]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
uint a = 1;
switch (v.x)
{
case 1+a:
c += 0.1f;
break;
case 0:
c += 0.2f;
break;
}
return c;
}
% duplicate cases
[pixel shader fail]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 2:
c += 0.1f;
break;
case 1+1:
c += 0.2f;
break;
}
return c;
}
% multiple default cases
[pixel shader fail]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
default:
case 2:
c += 0.1f;
break;
case 1:
c += 0.2f;
break;
default:
break;
}
return c;
}
% unterminated cases
[pixel shader fail(sm<6)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 0:
c += 0.1f;
case 1:
c += 0.2f;
break;
}
return c;
}
[pixel shader fail]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
case 0:
return 3.0;
case 1:
return 4.0;
case 2:
}
return 0.0;
}
[pixel shader fail]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
case 0:
return 3.0;
case 1:
return 4.0;
default:
}
return 0.0;
}
[pixel shader fail(sm<6)]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
case 0:
return 3.0;
case 1:
return 4.0;
default:
discard;
}
return 0.0;
}
[pixel shader fail(sm<6)]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
case 0:
return 3.0;
case 1:
return 4.0;
case 2:
discard;
}
return 0.0;
}
[pixel shader fail(sm<6)]
uint4 v;
float4 main() : sv_target
{
switch (v.x)
{
case 0:
discard;
case 1:
return 4.0;
}
return 0.0;
}
% more complicated breaks
[pixel shader todo(sm<4)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
switch (v.x)
{
case 2:
c += 0.1f;
if (true) break;
c = 9.0f;
case 1:
if (false) break;
c += 0.2f;
break;
default:
case 0:
break;
}
return c;
}
[test]
if(sm<4) uniform 0 float4 2 0 0 0
if(sm>=4) uniform 0 uint4 2 0 0 0
todo(sm<4) draw quad
probe all rgba (1.1, 2.1, 3.1, 4.1)
if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0
todo(sm<4) draw quad
probe all rgba (1.2, 2.2, 3.2, 4.2)
if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0
todo(sm<4) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
% switch breaks within a loop
[pixel shader todo(sm<4)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0f, 2.0f, 3.0f, 4.0f};
for (int i = 0; i < 4; ++i)
{
switch (v.x)
{
case 2:
c += 1.0f;
break;
case 1:
c -= 1.0f;
break;
default:
case 0:
break;
}
}
return c;
}
[test]
if(sm<4) uniform 0 float4 2 0 0 0
if(sm>=4) uniform 0 uint4 2 0 0 0
todo(sm<4) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
% default case placement
[pixel shader todo(sm<4)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0f, 2.0f, 3.0f, 4.0f};
switch (v.x)
{
case 2:
c += 1.0f;
break;
case 1:
c -= 1.0f;
break;
case 3:
default:
case 0:
c += 3.0f;
break;
}
return c;
}
[test]
if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0
todo(sm<4) draw quad
probe all rgba (4.0, 5.0, 6.0, 7.0)
if(sm<4) uniform 0 float4 2 0 0 0
if(sm>=4) uniform 0 uint4 2 0 0 0
todo(sm<4) draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
if(sm<4) uniform 0 float4 3 0 0 0
if(sm>=4) uniform 0 uint4 3 0 0 0
todo(sm<4) draw quad
probe all rgba (4.0, 5.0, 6.0, 7.0)
[pixel shader todo(sm<4)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0f, 2.0f, 3.0f, 4.0f};
switch (v.x)
{
case 2:
c += 1.0f;
break;
case 1:
c -= 1.0f;
break;
case 3:
default:
break;
case 0:
c += 3.0f;
break;
}
return c;
}
[test]
if(sm<4) uniform 0 float4 3 0 0 0
if(sm>=4) uniform 0 uint4 3 0 0 0
todo(sm<4) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0
todo(sm<4) draw quad
probe all rgba (4.0, 5.0, 6.0, 7.0)
if(sm<4) uniform 0 float4 5 0 0 0
if(sm>=4) uniform 0 uint4 5 0 0 0
todo(sm<4) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
% 'continue' is not supported in switches
[pixel shader fail(sm<6)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
uint i, j;
for (i = 0; i < v.z; i++)
{
switch (v.x)
{
case 0:
c += 0.1f;
continue;
break;
case 1:
c += 0.2f;
break;
}
}
return c;
}
[pixel shader fail(sm<4) todo(sm<4)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
uint i, j;
for (i = 0; i < v.z; i++)
{
switch (v.x)
{
case 1:
for (j = 0; j < v.z; j++)
{
c += 1.0f;
if (v.w)
continue;
}
break;
case 0:
c += 2.0f;
break;
}
}
return c;
}
[test]
if(sm<4) uniform 0 float4 1 0 3 1
if(sm>=4) uniform 0 uint4 1 0 3 1
draw quad
probe all rgba (10.0, 11.0, 12.0, 13.0)
if(sm<4) uniform 0 float4 0 0 3 1
if(sm>=4) uniform 0 uint4 0 0 3 1
draw quad
probe all rgba (7.0, 8.0, 9.0, 10.0)
% return from a switch nested in a loop
[pixel shader fail(sm<4) todo(sm<4)]
uint4 v;
float4 main() : sv_target
{
float4 c = {1.0, 2.0, 3.0, 4.0};
uint i, j;
for (i = 0; i < v.z; i++)
{
switch (v.x)
{
case 0:
c += 1.0f;
break;
case 1:
c += 2.0f;
return c;
}
c += 100.0f;
}
return c;
}
[test]
if(sm<4) uniform 0 float4 0 0 3 1
if(sm>=4) uniform 0 uint4 0 0 3 1
draw quad
probe all rgba (304.0, 305.0, 306.0, 307.0)
if(sm<4) uniform 0 float4 1 0 3 1
if(sm>=4) uniform 0 uint4 1 0 3 1
draw quad
probe all rgba (3.0, 4.0, 5.0, 6.0)