vkd3d/tests/hlsl/ternary.shader_test
Francisco Casas 1c73513425 tests: Use the vulkan runner to run SM1 compilation tests.
At the current moment this is a little odd because for SM1 [test]
directives are skipped, and the [shader] directives are not executed by
the shader_runner_vulkan.c:compile_shader() but by the general
shader_runner.c:compile_shader(). So in principle it is a little weird
that we go through the vulkan runner.

But fret not, because in the future we plan to make the parser agnostic
to the language of the tests, so we will get rid of the general
shader_runner.c:compile_shader() function and instead call a
runner->compile_shader() function, defined for each runner. Granted,
most of these may call a generic implementation that uses native
compiler in Windows, and vkd3d-shader on Linux, but it would be more
conceptually correct.
2024-01-24 22:37:44 +01:00

363 lines
5.4 KiB
Plaintext

[require]
% The ternary operator works differently in sm6. See sm6-ternary.shader_test.
shader model < 6.0
[pixel shader todo(sm<4)]
uniform float4 x;
float4 main() : sv_target
{
return x.x ? x : x - 1;
}
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
todo(sm<4) draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
uniform 0 float4 0.0 10.0 11.0 12.0
todo(sm<4) draw quad
probe all rgba (-1.0, 9.0, 10.0, 11.0)
[pixel shader todo(sm<4)]
uniform float4 x;
float4 main() : sv_target
{
float4 ret;
ret.x = x.x ? x.x : 1;
ret.y = x.y ? 2 : x.y;
ret.z = ret.w = 0.0;
return ret;
}
[test]
uniform 0 float4 1.1 3.0 4.0 5.0
todo(sm<4) draw quad
probe all rgba (1.1, 2.0, 0.0, 0.0)
[pixel shader todo(sm<4)]
float4 f;
float4 main() : sv_target
{
float f1 = 0.1, f2 = 0.2, f3;
f3 = f.x ? (f1 = 0.5) + 0.2 : (f2 = 0.6);
return float4(f1, f2, f3, 0.0);
}
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
todo(sm<4) draw quad
probe all rgba (0.5, 0.6, 0.7, 0.0)
[pixel shader]
float4 x, y, z;
float4 main() : sv_target
{
return x ? y : z;
}
[test]
uniform 0 float4 0.0 1.0 0.0 -3.0
uniform 4 float4 1.0 2.0 3.0 4.0
uniform 8 float4 5.0 6.0 7.0 8.0
todo(sm<4) draw quad
probe all rgba (5.0, 2.0, 7.0, 4.0)
% The usual type conversion is applied to the first and second expression, as
% long as they are numeric.
[pixel shader fail]
uniform float2x4 a;
uniform float3x2 b;
float4 main() : sv_target
{
0 ? a : b;
return 0;
}
[pixel shader]
static float3x3 a = {0, 1, 2, 3, 4, 5, 6, 7, 8};
static float2x2 b = {.1, .2, .3, .4};
float4 main() : sv_target
{
return float4(1 ? a : b);
}
[test]
draw quad
probe all rgba (0.0, 1.0, 3.0, 4.0)
[pixel shader]
static float3 a = {0, 1, 2};
static float4 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return float4(0 ? a : b, 1.0);
}
[test]
draw quad
probe all rgba (5.0, 6.0, 7.0, 1.0)
% More restrictions are placed on the type of the first (condition) operand,
% relative to the common type computed from the other two (result). Either:
% * the class and dimensions must match exactly;
% * the condition operand is scalar;
% * the result operands are scalar;
% * one is a typeN and the other is a type1xN
[pixel shader fail]
uniform float4 cond;
uniform float2x2 a, b;
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[pixel shader fail]
uniform float2x2 cond;
uniform float4 a, b;
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[pixel shader]
static float2x2 cond = {1, 0, 0, 1};
static float2x2 a = {1, 2, 3, 4};
static float2x2 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[test]
draw quad
probe all rgba (1.0, 6.0, 7.0, 4.0)
[pixel shader fail]
uniform float3 cond;
uniform float4 a, b;
float4 main() : sv_target
{
(cond ? a : b);
return 0;
}
[pixel shader fail]
uniform float4 cond;
uniform float4x1 a, b;
float4 main() : sv_target
{
(cond ? a : b);
return 0;
}
% As may be expected, this yields the type of the arguments, not the conditional.
[pixel shader]
static float4 cond = {1, 0, 0, 1};
static float1x4 a = {1, 2, 3, 4};
static float1x4 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return (cond ? a : b)[0];
}
[test]
draw quad
probe all rgba (1.0, 6.0, 7.0, 4.0)
[pixel shader todo]
static float1x4 cond = {1, 0, 0, 1};
static float4 a = {1, 2, 3, 4};
static float4 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return (cond ? a : b)[0];
}
[test]
todo draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader fail]
uniform float1x4 cond;
uniform float4 a, b;
float4 main() : sv_target
{
return (cond ? a : b)[0][0];
}
[pixel shader]
static float1 cond = {0};
static float1x1 a = {2};
static float1x1 b = {3};
float4 main() : sv_target
{
return (cond ? a : b)[0][0];
}
[test]
draw quad
probe all rgba (3.0, 3.0, 3.0, 3.0)
[pixel shader todo(sm<4)]
uniform float cond;
uniform float4 a, b;
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
uniform 4 float4 1.0 2.0 3.0 4.0
uniform 8 float4 5.0 6.0 7.0 8.0
todo(sm<4) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
// "scalar" can mean any 1-component numeric type.
static float1x1 cond = {0};
static float4 a = {1, 2, 3, 4};
static float4 b = {5, 6, 7, 8};
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[test]
draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
[pixel shader]
uniform float4 cond;
uniform float4 a, b;
float4 main() : sv_target
{
return float4(cond ? a.x : b.x);
}
[test]
uniform 0 float4 1.0 0.0 1.0 0.0
uniform 4 float4 1.0 2.0 3.0 4.0
uniform 8 float4 5.0 6.0 7.0 8.0
todo(sm<4) draw quad
probe all rgba (1.0, 5.0, 1.0, 5.0)
[pixel shader]
// "scalar" can mean any 1-component numeric type.
static float4 cond = {1, 0, 0, 1};
static float1x1 a = {2};
static float1x1 b = {3};
float4 main() : sv_target
{
return float4(cond ? a : b);
}
[test]
draw quad
probe all rgba (2.0, 3.0, 3.0, 2.0)
% Objects can be used, but their types have to be identical.
[pixel shader todo]
Texture2D t;
float4 main() : sv_target
{
Texture2D tmp = 0 ? t : t;
return 0;
}
[pixel shader fail todo]
Texture2D t;
float4 f;
float4 main() : sv_target
{
f ? t : t;
return 0;
}
[pixel shader fail]
Texture2D t;
Texture3D u;
float4 main() : sv_target
{
0 ? t : u;
return 0;
}
% Of course objects cannot be used as the condition.
[pixel shader fail]
Texture2D t;
float4 main() : sv_target
{
t ? 0 : 1;
return 0;
}