vkd3d/tests/hlsl/sm1-const-folding.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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% Test the interaction between integer constant folding and the fact
% that integers are secretly considered floats in SM1-3
[pixel shader]
float4 main() : SV_TARGET
{
uint x = 3000000000u;
return float4(x, 0.0, 0.0, 0.0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (3.0e+009, 0.0, 0.0, 0.0)
% The uint value is never casted to int on SM1-3, just casted to float and treated as such
[pixel shader]
float4 main() : SV_TARGET
{
int x = 3000000000u;
return float4(x, 0.0, 0.0, 0.0);
}
[test]
todo(glsl) draw quad
if(sm<4) todo probe (0,0) rgba (3.0e+009, 0.0, 0.0, 0.0)
if(sm>=4) probe (0,0) rgba (-1.29496730e+009, 0.0, 0.0, 0.0)
% On SM1-5 (FXC) the literal is considered signed independently of its value and casted to uint;
% on SM1-3 compilation fails because the uint would be negative
[pixel shader fail(sm<4) todo(sm<4)]
float4 main() : SV_TARGET
{
uint x = 3000000000;
return float4(x, 0.0, 0.0, 0.0);
}
[test]
todo(glsl) draw quad
if(sm>=4) probe (0,0) rgba (3.0e+009, 0.0, 0.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 3000000000;
return float4(x, 0.0, 0.0, 0.0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (-1.29496730e+009, 0.0, 0.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
{
return float4(3000000000u, 0.0, 0.0, 0.0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (3.0e+009, 0.0, 0.0, 0.0)
% Unsuffixed literals can instead be considered unsigned on SM6
[pixel shader]
float4 main() : SV_TARGET
{
return float4(3000000000, 0.0, 0.0, 0.0);
}
[test]
todo(glsl) draw quad
if(sm<6) probe (0,0) rgba (-1.29496730e+009, 0.0, 0.0, 0.0)
if(sm>=6) probe (0,0) rgba (3.0e+009, 0.0, 0.0, 0.0)
% Constant folding is done with uint semantics before converting to float;
% so constant folding seems to happen before converting integer operations to floats
[pixel shader]
float4 main() : SV_TARGET
{
uint x = 3000000000u + 3000000000u;
return float4(x, 0.0, 0.0, 0.0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.70503270e+009, 0.0, 0.0, 0.0)
% SM1-3 complains that uint values must be positive, but it's not clear why this is a problem here:
% the sum should be done before casting to uint, and the result of the int sum should be positive,
% so it seems that the declared type of x means something on how constant folding is done.
% I'm not sure what's happening for SM4 anyway
[pixel shader fail(sm<4) todo(sm<4)]
float4 main() : SV_TARGET
{
uint x = 3000000000 + 3000000000;
return float4(x, 0.0, 0.0, 0.0);
}
[test]
todo(glsl) draw quad
todo probe (0,0) rgba (2.14748365e+009, 0.0, 0.0, 0.0)
% Again, no idea of what's happening here
[pixel shader]
float4 main() : SV_TARGET
{
int x = 3000000000 + 3000000000;
return float4(x, 0.0, 0.0, 0.0);
}
[test]
todo(glsl) draw quad
todo probe (0,0) rgba (-2.14748365e+009, 0.0, 0.0, 0.0)
% This makes sense
[pixel shader]
float4 main() : SV_TARGET
{
return float4(3000000000u + 3000000000u, 0.0, 0.0, 0.0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.70503270e+009, 0.0, 0.0, 0.0)
% This does not again
[pixel shader]
float4 main() : SV_TARGET
{
return float4(3000000000 + 3000000000, 0.0, 0.0, 0.0);
}
[test]
todo(glsl) draw quad
todo probe (0,0) rgba (-2.14748365e+009, 0.0, 0.0, 0.0)
% Explicit float literals use float semantics, at least
[pixel shader]
float4 main() : SV_TARGET
{
float x = 3000000000.0 + 3000000000.0;
return float4(x, 0.0, 0.0, 0.0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (6.0e+009, 0.0, 0.0, 0.0)