vkd3d/tests/hlsl/conditional.shader_test
Conor McCarthy 57280673e5 tests/shader-runner: Test shaders with dxcompiler.
The location of dxcompiler should be set during configuration with
'DXCOMPILER_LIBS=-L/path/to/dxcompiler', and then at runtime with
LD_LIBRARY_PATH, WINEPATH or PATH as applicable.

A new 'fail(sm<6)' decoration is needed on many shader declarations
because dxcompiler succeeds on many shaders which fail with fxc. The
opposite case is less common and is flagged with 'fail(sm>=6)'. A few
tests cause dxcompiler to crash or hang, so these are avoided using
[require], which now skips tests until reset instead of exiting. Also,
'todo(sm<6)' and 'todo(sm>=6)' are used to separate checking of results.
2023-10-11 22:21:14 +02:00

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[pixel shader]
uniform float4 u;
float4 main() : sv_target
{
if (u.x > 0.0)
return float4(0.1, 0.2, 0.3, 0.4);
else
return float4(0.9, 0.8, 0.7, 0.6);
}
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
uniform 0 float4 0.1 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader]
uniform float4 u;
float4 main() : sv_target
{
[attr1]
if (u.x > 0.0)
return float4(0.1, 0.2, 0.3, 0.4);
else
return float4(0.9, 0.8, 0.7, 0.6);
}
[pixel shader]
uniform float4 u;
float4 main() : sv_target
{
[flatten]
if (u.x > 0.0)
return float4(0.1, 0.2, 0.3, 0.4);
else
return float4(0.9, 0.8, 0.7, 0.6);
}
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
[pixel shader fail(sm<6)]
float4 u;
float main() : sv_target
{
[branch] [branch]
if (u.x > 0.0)
return float4(0.1, 0.2, 0.3, 0.4);
else
return float4(0.9, 0.8, 0.7, 0.6);
}
[pixel shader fail todo]
float4 u;
float main() : sv_target
{
[branch] [flatten]
if (u.x > 0.0)
return float4(0.1, 0.2, 0.3, 0.4);
else
return float4(0.9, 0.8, 0.7, 0.6);
}
% Using older profiles fails to compile with forced control flow instruction
[require]
shader model >= 3.0
[pixel shader]
uniform float4 u;
float4 main() : sv_target
{
[branch]
if (u.x > 0.0)
return float4(0.1, 0.2, 0.3, 0.4);
else
return float4(0.9, 0.8, 0.7, 0.6);
}
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
[pixel shader]
float4 main() : sv_target
{
bool c = false;
float a = -1.0f;
if (c)
return float4(1.0, 2.0, 3.0, 4.0);
else if (a > 0)
return float4(5.0, 6.0, 7.0, 8.0);
else
return float4(9.0, 10.0, 11.0, 12.0);
}
[test]
draw quad
probe all rgba (9.0, 10.0, 11.0, 12.0)