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1c73513425
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.
68 lines
2.3 KiB
Plaintext
68 lines
2.3 KiB
Plaintext
[pixel shader todo(sm<4)]
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uniform float4 f;
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float4 main() : sv_target
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{
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float4 result;
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float n = f.x/f.w;
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/* '!(condition)' in SM6 forces use of the unordered instruction variant. */
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result.x = (f.y > f.x) ? 1.0 : 0.0;
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result.x += (f.y < f.x) ? 10.0 : 0.0;
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result.x += (f.y >= f.x) ? 100.0 : 0.0;
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result.x += (f.y <= f.x) ? 1000.0 : 0.0;
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result.x += !(f.y <= f.x) ? 10000.0 : 0.0;
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result.x += !(f.y >= f.x) ? 100000.0 : 0.0;
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result.x += !(f.y < f.x) ? 1000000.0 : 0.0;
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result.x += !(f.y > f.x) ? 10000000.0 : 0.0;
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result.y = (n > f.x) ? 1.0 : 0.0;
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result.y += (n < f.x) ? 10.0 : 0.0;
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result.y += (n >= f.x) ? 100.0 : 0.0;
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result.y += (n <= f.x) ? 1000.0 : 0.0;
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result.y += !(n <= f.x) ? 10000.0 : 0.0;
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result.y += !(n >= f.x) ? 100000.0 : 0.0;
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result.y += !(n < f.x) ? 1000000.0 : 0.0;
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result.y += !(n > f.x) ? 10000000.0 : 0.0;
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result.z = (f.z == f.y) ? 1.0 : 0.0;
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result.z += (f.z != f.y) ? 10.0 : 0.0;
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result.z += !(f.z == f.y) ? 100.0 : 0.0;
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result.z += !(f.z != f.y) ? 1000.0 : 0.0;
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result.z += (n == f.y) ? 10000.0 : 0.0;
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result.z += (n != f.y) ? 100000.0 : 0.0;
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result.z += !(n == f.y) ? 1000000.0 : 0.0;
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result.z += !(n != f.y) ? 10000000.0 : 0.0;
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/* It doesn't seem possible to generate DXIL instructions for 'is ordered' or 'is unordered'.
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* Expressions 'isnan(n)' and '(isnan(n) || isnan(f.x))' compile into intrinsics. */
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result.w = 0;
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return result;
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}
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% SM1-3 apparently treats '0/0' as zero.
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[require]
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shader model < 4.0
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[test]
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uniform 0 float4 0.0 1.5 1.5 0.0
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todo(sm<4) draw quad
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todo probe all rgba (1010101.0, 11001100.0, 1101001.0, 0.0)
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% SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN.
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[require]
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shader model >= 4.0
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shader model < 6.0
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[test]
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uniform 0 float4 0.0 1.5 1.5 0.0
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draw quad
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todo probe all rgba (1010101.0, 0.0, 1101001.0, 0.0)
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% SM6 emits the correct ordered/unordered instructions, so comparisons are false for NaN, and are made true with 'not'.
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[require]
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shader model >= 6.0
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[test]
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uniform 0 float4 0.0 1.5 1.5 0.0
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draw quad
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probe all rgba (1010101.0, 11110000.0, 1101001.0, 0.0)
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