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vkd3d/tests/hlsl/discard.shader_test
Shaun Ren 59b87c769a vkd3d-shader/hlsl: Flatten conditional blocks containing discard_neg instructions.
For any `discard_neg c` instruction in a conditional block, we replace c with
    cond ? c : 0    in a then block,
and
    cond ? 0 : c    in an else block.
2025-10-30 17:46:12 +01:00

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[pixel shader]
uniform float4 x;
float4 main() : sv_target
{
if (x.x == 9.0f)
discard;
return x;
}
[test]
uniform 0 float4 1 2 3 4
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
uniform 0 float4 9 8 7 6
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
[pixel shader]
uniform float4 x;
float4 main() : sv_target
{
[flatten]
if (x.x == 9.0f)
discard;
return x;
}
[test]
uniform 0 float4 1 2 3 4
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
uniform 0 float4 9 8 7 6
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
[pixel shader]
uniform float4 x;
float4 main() : sv_target
{
float4 ret = x;
if (x.x != 9.0f)
ret.w = 4.0f;
else
discard;
return ret;
}
[test]
uniform 0 float4 1 2 3 4
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
uniform 0 float4 9 8 7 6
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
[pixel shader]
uniform float4 x;
float4 main() : sv_target
{
float4 ret = x;
[flatten]
if (x.x != 9.0f)
ret.w = 4.0f;
else
discard;
return ret;
}
[test]
uniform 0 float4 1 2 3 4
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
uniform 0 float4 9 8 7 6
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
[require]
shader model >= 3.0
% Check that derivatives are still computed after discarding
% other pixels in the same quad
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
if (frac((floor(pos.x) + floor(pos.y)) / 2) == 0.5)
discard;
return float4(ddx(pos.x), ddx(pos.y), ddy(pos.x), ddy(pos.y));
}
[test]
todo(sm<4 | glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 0, 0, 1)
probe (1, 0) f32(1, 2, 3, 4)
probe (0, 1) f32(1, 2, 3, 4)
probe (1, 1) f32(1, 0, 0, 1)
probe (2, 0) f32(1, 0, 0, 1)
probe (3, 0) f32(1, 2, 3, 4)
probe (2, 1) f32(1, 2, 3, 4)
probe (3, 1) f32(1, 0, 0, 1)
[require]
shader model >= 5.0
format r32-float uav-load
[uav 1]
format r32-float
size (2d, 2, 1)
0.0 0.0
% Check that side effects stop happening after discard
[pixel shader]
uniform float4 x;
RWTexture2D<float> y : register(u1);
float4 main(float4 pos : sv_position) : sv_target
{
if (pos.x == 0.5 && pos.y == 0.5)
y[uint2(0, 0)] += 1;
if (x.x == 9.0f)
discard;
if (pos.x == 0.5 && pos.y == 0.5)
y[uint2(1, 0)] += 1;
return x;
}
[test]
uniform 0 float4 1 2 3 4
todo(glsl | msl) draw quad
probe (0, 0) f32(1, 2, 3, 4)
probe uav 1 (0, 0) f32(1.0)
probe uav 1 (1, 0) f32(1.0)
uniform 0 float4 9 8 7 6
todo(glsl | msl) draw quad
probe (0, 0) f32(1, 2, 3, 4)
probe uav 1 (0, 0) f32(2.0)
probe uav 1 (1, 0) f32(1.0)