vkd3d/tests/hlsl/float-comparison.shader_test
Francisco Casas 1c73513425 tests: Use the vulkan runner to run SM1 compilation tests.
At the current moment this is a little odd because for SM1 [test]
directives are skipped, and the [shader] directives are not executed by
the shader_runner_vulkan.c:compile_shader() but by the general
shader_runner.c:compile_shader(). So in principle it is a little weird
that we go through the vulkan runner.

But fret not, because in the future we plan to make the parser agnostic
to the language of the tests, so we will get rid of the general
shader_runner.c:compile_shader() function and instead call a
runner->compile_shader() function, defined for each runner. Granted,
most of these may call a generic implementation that uses native
compiler in Windows, and vkd3d-shader on Linux, but it would be more
conceptually correct.
2024-01-24 22:37:44 +01:00

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[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;
/* It doesn't seem possible to generate DXIL instructions for 'is ordered' or 'is unordered'.
* Expressions 'isnan(n)' and '(isnan(n) || isnan(f.x))' compile into intrinsics. */
result.w = 0;
return result;
}
% SM1-3 apparently treats '0/0' as zero.
[require]
shader model < 4.0
[test]
uniform 0 float4 0.0 1.5 1.5 0.0
todo(sm<4) draw quad
todo probe all rgba (1010101.0, 11001100.0, 1101001.0, 0.0)
% SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN.
[require]
shader model >= 4.0
shader model < 6.0
[test]
uniform 0 float4 0.0 1.5 1.5 0.0
draw quad
todo probe all rgba (1010101.0, 0.0, 1101001.0, 0.0)
% SM6 emits the correct ordered/unordered instructions, so comparisons are false for NaN, and are made true with 'not'.
[require]
shader model >= 6.0
[test]
uniform 0 float4 0.0 1.5 1.5 0.0
draw quad
probe all rgba (1010101.0, 11110000.0, 1101001.0, 0.0)