vkd3d/tests/hlsl/arithmetic-int.shader_test
Francisco Casas 22c47e57f5 tests/shader-runner: Introduce "if" qualifier.
When the "if" qualifier is added to a directive, the directive is
skipped if the shader->minimum_shader_model is not included in the
range.

This can be used on the "probe" directives for tests that have different
expected results on different shader models, without having to resort to
[require] blocks.
2024-02-13 22:51:22 +01:00

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[pixel shader]
float4 main() : SV_TARGET
{
int x = 5;
int y = 15;
return float4(x + y, x - y, x * y, x / y);
}
[test]
draw quad
probe all rgba (20.0, -10.0, 75.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 5;
int y = 15;
return float4(x % y, +x, -x, y / x);
}
[test]
draw quad
probe all rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 42;
int y = 5;
return float4(x / y, -x / y, x / -y, -x / -y);
}
[test]
draw quad
probe all rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 42;
int y = 5;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
draw quad
probe all rgba (2.0, -2.0, 2.0, -2.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 45;
int y = 5;
return float4(x / y, -x / y, x / -y, -x / -y);
}
[test]
draw quad
probe all rgba (9.0, -9.0, -9.0, 9.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 45;
int y = 5;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
// On SM1 this gives hr 0x88760b59.
float4 main() : SV_TARGET
{
int x = 1;
int y = 0;
return x / y;
}
[test]
draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
// On SM1 this gives hr 0x88760b59.
float4 main() : SV_TARGET
{
int x = 1;
int y = 0;
return x % y;
}
[test]
draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
[require]
shader model >= 4.0
[pixel shader]
float4 main() : SV_TARGET
{
int x = -2147483648;
int y = -1;
return x / y;
}
[test]
draw quad
if(sm<6) probe all rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
if(sm>=6) probe all rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
int2 x = {5, 15};
int2 y = {2, 5};
int2 z = {3, 8};
return float4(x / y, z % y);
}
[test]
draw quad
probe all rgba (2.0, 3.0, 1.0, 3.0)