vkd3d/tests/hlsl/float-comparison.shader_test
Francisco Casas 5c986b9cde vkd3d-shader/hlsl: Lower SLT instructions for pixel shaders.
Properly passing the inverse-trig.shader_test tests whose qualifiers
have been removed requires making spirv.c capable of handling ABS.
The same happens for the ps_3_0 equality test in
float-comparison.shader_test.
2024-03-14 22:49:29 +01:00

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% Check that -0.0f is not less than 0.0f
[pixel shader]
float a;
float4 main() : sv_target
{
return -0.0f < a;
}
[test]
uniform 0 float 0.0
draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader todo(sm<4)]
uniform float4 f;
float4 main() : sv_target
{
float4 result;
float n = f.x/f.w;
/* '!(condition)' in SM6 forces use of the unordered instruction variant. */
result.x = (f.y > f.x) ? 1.0 : 0.0;
result.x += (f.y < f.x) ? 10.0 : 0.0;
result.x += (f.y >= f.x) ? 100.0 : 0.0;
result.x += (f.y <= f.x) ? 1000.0 : 0.0;
result.x += !(f.y <= f.x) ? 10000.0 : 0.0;
result.x += !(f.y >= f.x) ? 100000.0 : 0.0;
result.x += !(f.y < f.x) ? 1000000.0 : 0.0;
result.x += !(f.y > f.x) ? 10000000.0 : 0.0;
result.y = (n > f.x) ? 1.0 : 0.0;
result.y += (n < f.x) ? 10.0 : 0.0;
result.y += (n >= f.x) ? 100.0 : 0.0;
result.y += (n <= f.x) ? 1000.0 : 0.0;
result.y += !(n <= f.x) ? 10000.0 : 0.0;
result.y += !(n >= f.x) ? 100000.0 : 0.0;
result.y += !(n < f.x) ? 1000000.0 : 0.0;
result.y += !(n > f.x) ? 10000000.0 : 0.0;
result.z = (f.z == f.y) ? 1.0 : 0.0;
result.z += (f.z != f.y) ? 10.0 : 0.0;
result.z += !(f.z == f.y) ? 100.0 : 0.0;
result.z += !(f.z != f.y) ? 1000.0 : 0.0;
result.z += (n == f.y) ? 10000.0 : 0.0;
result.z += (n != f.y) ? 100000.0 : 0.0;
result.z += !(n == f.y) ? 1000000.0 : 0.0;
result.z += !(n != f.y) ? 10000000.0 : 0.0;
// These compile to FCMP_ORD, but prepending a ! does not result in FCMP_UNO
result.w = (f.y < f.x || f.y >= f.x) ? 1.0 : 0.0;
result.w += (n < f.x || n >= f.x) ? 10.0 : 0.0;
return result;
}
[test]
uniform 0 float4 0.0 1.5 1.5 0.0
todo(sm<4) draw quad
% SM1-3 apparently treats '0/0' as zero.
if(sm<4) todo probe all rgba (1010101.0, 11001100.0, 1101001.0, 11.0)
% SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN.
if(sm>=4 & sm<6) todo probe all rgba (1010101.0, 0.0, 1101001.0, 1.0)
% SM6 emits the correct ordered/unordered instructions, so comparisons are false for NaN, and are made true with 'not'.
if(sm>=6) probe all rgba (1010101.0, 11110000.0, 1101001.0, 1.0)
% In shader model 2.0, native compares two numbers for equality checking if (a - b)*(a - b) is
% positive instead of |a - b|. We check if this causes some changes in behavior for very small and
% very large numbers.
% For large numbers the behavior is the same, even though the multiplication reaches inf, but for
% very small ones it is not because the multiplication results in 0.
%
% NOTE: Seems that subnormal numbers are considered equal to zero, at least in the WARP driver.
% Probably this is implementation dependent and deserves separate testing, so only normal numbers
% are passed on these tests.
[require]
shader model >= 2.0
shader model < 3.0
[pixel shader]
float4 a, b;
float4 main() : sv_target
{
return a == b;
}
[test]
uniform 0 float4 1e-37 1e-37 1e+38 1e+38
uniform 4 float4 0 -1e-37 1e+38 -1e+38
draw quad
probe all rgba (1.0, 1.0, 1.0, 0.0)
[require]
shader model >= 3.0
shader model < 4.0
[pixel shader]
float4 a, b;
float4 main() : sv_target
{
return a == b;
}
[test]
uniform 0 float4 1e-37 1e-37 1e+38 1e+38
uniform 4 float4 0 -1e-37 1e+38 -1e+38
todo(sm<4) draw quad
probe all rgba (0.0, 0.0, 1.0, 0.0)
[require]
shader model >= 6.0
[pixel shader]
uniform float4 f;
float4 main() : sv_target
{
float4 result = float4(isinf(f.x / f.y), isnan(sqrt(f.w)), isinf(sqrt(f.w)), isnan(f.x / f.y));
return result + float4(isinf(f.x / f.z), isnan(sqrt(f.y)), isinf(f.y / f.z), isnan(sqrt(f.z))) * 10.0;
}
[test]
uniform 0 float4 1.5 0.0 1.0 -1.0
draw quad
probe all rgba (1.0, 1.0, 0.0, 0.0)
[pixel shader]
uniform float4 f;
float4 main() : sv_target
{
return float4(isfinite(f.x / f.y), isfinite(sqrt(f.w)), isfinite(f.x / f.z), 0.0);
}
[test]
uniform 0 float4 1.5 0.0 1.0 -1.0
draw quad
probe all rgba (0.0, 0.0, 1.0, 0.0)