vkd3d/tests/hlsl/default-values.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

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% Note that, except for effects, default values do not affect the execution.
% The default values are intended to be obtained using reflection.
[pixel shader]
float2 a = {1, 2};
float4x2 b = {1, 2, 3, 4, 5, 6, 7, 8};
float4 main() : sv_target
{
return float4(a, b[2]);
}
[test]
if(sm<4) uniform 0 float4 10 30 50 70
if(sm<4) uniform 4 float4 20 40 60 80
if(sm<4) uniform 8 float4 10 20 0 0
if(sm>=4) uniform 0 float4 10 20 0 0
if(sm>=4) uniform 4 float4 10 30 50 70
if(sm>=4) uniform 8 float4 20 40 60 80
todo(glsl) draw quad
probe (0, 0) rgba (10, 20, 50, 60)
[pixel shader fail(sm<6)]
float a = 7;
float4 b = a; // initial value must be a literal expression.
float4 main() : sv_target { return 0; }
[pixel shader fail(sm<6)]
float a = 7;
float4 b = {1, 2, a, 4}; // initial value must be a literal expression.
float4 main() : sv_target { return 0; }
[pixel shader fail]
Texture2D tex;
struct
{
Texture2D t;
float a;
} apple = {tex, 4}; // initial value must be a literal expression.
float4 main() : sv_target
{
return 0;
}
[pixel shader]
static const float a = 7;
float4 b = {1, 2, a, 4}; // static constant values are allowed on the initializer.
float4 main() : sv_target { return b; }
[test]
uniform 0 float4 10.0 20.0 30.0 40.0
todo(glsl) draw quad
probe (0, 0) rgba (10, 20, 30, 40)
[pixel shader]
float4 a = {3, 5, float2(4, 4)}; // numeric type initializers are allowed.
float4 main() : sv_target
{
return 2 * a;
}
[test]
uniform 0 float4 10.0 20.0 30.0 40.0
todo(glsl) draw quad
probe (0, 0) rgba (20, 40, 60, 80)
[pixel shader]
int4 a[2] = {10, 20, float3x2(1, 2, 3, 4, 5, 6)}; // matrix numeric type initializers are allowed.
float4 main() : sv_target
{
return 2 * a[1];
}
[test]
if(sm<4) uniform 0 float4 10 20 30 40
if(sm<4) uniform 4 float4 50 60 70 80
if(sm>=4) uniform 0 int4 10 20 30 40
if(sm>=4) uniform 4 int4 50 60 70 80
todo(glsl) draw quad
probe (0, 0) rgba (100, 120, 140, 160)
[pixel shader]
struct apple
{
float3 a[2];
int2x2 b;
} ap = {1, 2, 3, 4, 5, 6, 7.5, 8, 9, 10};
float4 main() : sv_target
{
return float4(ap.b);
}
[test]
uniform 0 float4 10 20 30 0
uniform 4 float4 40 50 60 0
if(sm<4) uniform 8 float4 70 90 0 0
if(sm<4) uniform 12 float4 80 100 0 0
if(sm>=4) uniform 8 int4 70 90 0 0
if(sm>=4) uniform 12 int4 80 100 0 0
todo(glsl) draw quad
probe (0, 0) rgba (70, 80, 90, 100)
[pixel shader]
cbuffer buff
{
float2 a = {1, 2};
float4x2 b = {1, 2, 3, 4, 5, 6, 7, 8};
}
float4 main() : sv_target
{
return float4(a, b[2]);
}
[test]
if(sm<4) uniform 0 float4 10 30 50 70
if(sm<4) uniform 4 float4 20 40 60 80
if(sm<4) uniform 8 float4 10 20 0 0
if(sm>=4) uniform 0 float4 10 20 0 0
if(sm>=4) uniform 4 float4 10 30 50 70
if(sm>=4) uniform 8 float4 20 40 60 80
todo(glsl) draw quad
probe (0, 0) rgba (10, 20, 50, 60)
[pixel shader fail(sm<6)]
cbuffer buff
{
float a = 7;
float4 b = a; // initial value must be a literal expression.
}
float4 main() : sv_target { return 0; }
[pixel shader fail(sm<6)]
cbuffer buff
{
float a = 7;
float4 b = {1, 2, a, 4}; // initial value must be a literal expression.
}
float4 main() : sv_target { return 0; }
[pixel shader]
static const float a = 7;
cbuffer buff
{
float4 b = {1, 2, a, 4}; // static constant values are allowed on the initializer.
}
float4 main() : sv_target { return b; }
[test]
uniform 0 float4 10 20 30 40
todo(glsl) draw quad
probe (0, 0) rgba (10, 20, 30, 40)
[pixel shader]
cbuffer buff
{
float2 a = {1, 2};
float4 b = {3, 5, float2(4, 4)}; // numeric type initializers are allowed.
}
float4 main() : sv_target
{
return 2 * b;
}
[test]
if(sm<4) uniform 0 float4 30 50 40 40
if(sm>=4) uniform 0 float4 10 20 0 0
if(sm>=4) uniform 4 float4 30 50 40 40
todo(glsl) draw quad
probe (0, 0) rgba (60, 100, 80, 80)
[pixel shader]
cbuffer buff
{
struct apple
{
float3 a[2];
int2x2 b;
} ap = {1, 2, 3, 4, 5, 6, 7.5, 8, 9, 10};
}
float4 main() : sv_target
{
return float4(ap.b);
}
[test]
uniform 0 float4 10 20 30 0
uniform 4 float4 40 50 60 0
if(sm<4) uniform 8 float4 70 90 0 0
if(sm<4) uniform 12 float4 80 100 0 0
if(sm>=4) uniform 8 int4 70 90 0 0
if(sm>=4) uniform 12 int4 80 100 0 0
todo(glsl) draw quad
probe (0, 0) rgba (70, 80, 90, 100)
% In SM4, the values in the default values initializer of matrices end up in different components
% than for regular initializers. The values are assigned to the matrix components in Chinese
% reading order, i.e. the components of a whole column are assigned before the next column, unlike
% regular initializers where the components of each row are assigned before the next row.
[pixel shader]
int2x3 m = {1, 2, 3, 4, 5, 6};
// int2x3 m; // Offset: 0 Size: 40
// = 0x00000001 0x00000002 0x00000000 0x00000000
// 0x00000003 0x00000004 0x00000000 0x00000000
// 0x00000005 0x00000006
float4 main() : sv_target
{
return m[0][0];
}
% The same happens for numeric constructors.
[pixel shader]
int2x3 m = int2x3(1, 2, 3, 4, 5, 6);
// int2x3 m; // Offset: 0 Size: 40
// = 0x00000001 0x00000002 0x00000000 0x00000000
// 0x00000003 0x00000004 0x00000000 0x00000000
// 0x00000005 0x00000006
float4 main() : sv_target
{
return m[0][0];
}
[pixel shader]
cbuffer buff
{
row_major int2x3 m = {1, 2, 3, 4, 5, 6};
// row_major int2x3 m; // Offset: 0 Size: 28
// = 0x00000001 0x00000003 0x00000005 0x00000000
// 0x00000002 0x00000004 0x00000006
}
float4 main() : sv_target
{
return m[0][0];
}
[pixel shader fail(sm>=6)]
struct
{
float2 a[2];
row_major int2x3 b;
float3 c[2];
} apple = {100, 101, 110, 111, 1, 2, 3, 4, 5, 6, 200, 201, 202, 210, 211, 212};
// struct
// {
//
// float2 a[2]; // Offset: 0
// row_major int2x3 b; // Offset: 32
// float3 c[2]; // Offset: 64
//
// } apple; // Offset: 0 Size: 92
// = 0x42c80000 0x42ca0000 0x00000000 0x00000000
// 0x42dc0000 0x42de0000 0x00000000 0x00000000
// 0x00000001 0x00000003 0x00000005 0x00000000
// 0x00000002 0x00000004 0x00000006 0x00000000
// 0x43480000 0x43490000 0x434a0000 0x00000000
// 0x43520000 0x43530000 0x43540000
float4 main() : sv_target
{
return float4(apple.c[0], 0);
}
[require]
shader model >= 5.0
% Default values for doubles don't seem to be saved properly.
[pixel shader todo]
double2 m = {1, 2};
// double2 m; // Offset: 0 Size: 16
// = 0x00000000 0x00000000 0x40000000 0x00000000
float4 main() : sv_target
{
return m.y;
}
[pixel shader]
static const float3x2 mat = {10, 20, 30, 40, 50, 60};
static const float4 array[2] = {1, 2, 3, 4, 5, 6, 7, 8};
static const int idx = 1;
float3 u = {array[idx].xwwz.xy, mat._m21_m01.x}; // = {5, 8, 60}
float4 main() : sv_target
{
return u.y;
}