vkd3d/tests/hlsl/loop.shader_test
Elizabeth Figura d3ba810c98 tests: Stop probing all pixels when drawing a uniform colour.
This is simply unnecessary and wastes time.

As part of this, simply remove the "all" directive. Only for a couple of tests
is it even potentially interesting to validate all pixels (e.g.
nointerpolation.shader_test), and for those "all" is replaced with an explicit
(0, 0, 640, 480) rect.

In all other cases we just probe (0, 0).
2024-06-13 23:55:31 +02:00

248 lines
3.6 KiB
Plaintext

% TODO: dxcompiler emits no loops for any of these test shaders.
[pixel shader todo(sm<4)]
float a;
float4 main() : sv_target
{
float res = 0;
for (int i = 0; i < 10; ++i)
{
res += a;
// The temp copy of 'a' must reserve its registers for the rest of the loop.
// It shall not be overwritten.
}
return res;
}
[test]
uniform 0 float 5.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (50.0, 50.0, 50.0, 50.0)
[pixel shader todo(sm<4)]
float a;
float4 main() : sv_target
{
float res = 0;
for (int i = 0; i < 10; ++i)
{
res += a;
// The temp copy of 'a' must reserve its registers for the rest of the loop.
// It shall not be overwritten.
i++;
}
return res;
}
[test]
uniform 0 float 4.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (20.0, 20.0, 20.0, 20.0)
[pixel shader todo(sm<4)]
float a;
float4 main() : sv_target
{
int i = 0;
float res = a;
while (i < 10)
{
if (i == 5)
{
res += 0.1f;
break;
}
res += 1.0f;
i++;
if (i == 2) continue;
res += 100.f;
}
return res;
}
[test]
uniform 0 float 4.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (409.1, 409.1, 409.1, 409.1)
[pixel shader todo(sm<4)]
float a;
float4 main() : sv_target
{
int i = 0;
float res = a;
do
{
res += 1.0f;
if (i == 5)
{
res += 0.1f;
break;
}
i++;
if (i == 2) continue;
res += 100.f;
}
while (i < 10);
return res;
}
[test]
uniform 0 float 4.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (410.1, 410.1, 410.1, 410.1)
% loop attribute by itself
[pixel shader todo(sm<4)]
float4 main() : sv_target
{
float ret = 0.0;
[loop] for (int i = 0; i < 10; ++i)
{
ret += 1.0;
}
return ret;
}
[test]
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0)
[pixel shader todo(sm<4)]
float4 main() : sv_target
{
float ret = 0.0;
int i = 0;
[loop] while (i < 10)
{
ret += 1.0;
i++;
}
return ret;
}
[test]
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0)
[pixel shader todo(sm<4)]
float4 main() : sv_target
{
float ret = 0.0;
int i = 0;
[loop] do
{
i++;
ret += 1.0;
} while (i < 10);
return ret;
}
[test]
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0)
% unroll can't be used with fastopt or loop
[pixel shader fail]
float4 main() : sv_target
{
float ret = 0.0;
[loop] [unroll(1)] for (int i = 0; i < 10; ++i)
{
ret += 1.0;
}
return ret;
}
[pixel shader fail]
float4 main() : sv_target
{
float ret = 0.0;
[fastopt] [unroll(1)] for (int i = 0; i < 10; ++i)
{
ret += 1.0;
}
return ret;
}
[pixel shader fail]
float4 main() : sv_target
{
float ret = 0.0;
int i = 0;
[loop] [unroll(1)] while (i < 10)
{
ret += 1.0;
i++;
}
return ret;
}
[pixel shader fail]
float4 main() : sv_target
{
float ret = 0.0;
int i = 0;
[fastopt] [unroll(1)] while (i < 10)
{
ret += 1.0;
i++;
}
return ret;
}
[pixel shader fail]
float4 main() : sv_target
{
float ret = 0.0;
int i = 0;
[loop] [unroll(1)] do
{
ret += 1.0;
i++;
} while (i < 10)
return ret;
}
[pixel shader fail]
float4 main() : sv_target
{
float ret = 0.0;
int i = 0;
[fastopt] [unroll(1)] do
{
ret += 1.0;
i++;
} while (i < 10)
return ret;
}