mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
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.
248 lines
3.5 KiB
Plaintext
248 lines
3.5 KiB
Plaintext
% TODO: dxcompiler emits no loops for any of these test shaders.
|
|
|
|
[pixel shader todo(sm<4)]
|
|
float a;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float res = 0;
|
|
|
|
for (int i = 0; i < 10; ++i)
|
|
{
|
|
res += a;
|
|
// The temp copy of 'a' must reserve its registers for the rest of the loop.
|
|
// It shall not be overwritten.
|
|
}
|
|
return res;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float 5.0
|
|
todo(sm<4) draw quad
|
|
probe all rgba (50.0, 50.0, 50.0, 50.0)
|
|
|
|
|
|
[pixel shader todo(sm<4)]
|
|
float a;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float res = 0;
|
|
|
|
for (int i = 0; i < 10; ++i)
|
|
{
|
|
res += a;
|
|
// The temp copy of 'a' must reserve its registers for the rest of the loop.
|
|
// It shall not be overwritten.
|
|
i++;
|
|
}
|
|
return res;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float 4.0
|
|
todo(sm<4) draw quad
|
|
probe all rgba (20.0, 20.0, 20.0, 20.0)
|
|
|
|
[pixel shader todo(sm<4)]
|
|
float a;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
int i = 0;
|
|
float res = a;
|
|
|
|
while (i < 10)
|
|
{
|
|
if (i == 5)
|
|
{
|
|
res += 0.1f;
|
|
break;
|
|
}
|
|
res += 1.0f;
|
|
i++;
|
|
if (i == 2) continue;
|
|
res += 100.f;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float 4.0
|
|
todo(sm<4) draw quad
|
|
probe all rgba (409.1, 409.1, 409.1, 409.1)
|
|
|
|
[pixel shader todo(sm<4)]
|
|
float a;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
int i = 0;
|
|
float res = a;
|
|
|
|
do
|
|
{
|
|
res += 1.0f;
|
|
if (i == 5)
|
|
{
|
|
res += 0.1f;
|
|
break;
|
|
}
|
|
i++;
|
|
if (i == 2) continue;
|
|
res += 100.f;
|
|
}
|
|
while (i < 10);
|
|
|
|
return res;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float 4.0
|
|
todo(sm<4) draw quad
|
|
probe all rgba (410.1, 410.1, 410.1, 410.1)
|
|
|
|
% loop attribute by itself
|
|
[pixel shader todo(sm<4)]
|
|
float4 main() : sv_target
|
|
{
|
|
float ret = 0.0;
|
|
|
|
[loop] for (int i = 0; i < 10; ++i)
|
|
{
|
|
ret += 1.0;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (10.0, 10.0, 10.0, 10.0)
|
|
|
|
[pixel shader todo(sm<4)]
|
|
float4 main() : sv_target
|
|
{
|
|
float ret = 0.0;
|
|
int i = 0;
|
|
|
|
[loop] while (i < 10)
|
|
{
|
|
ret += 1.0;
|
|
i++;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (10.0, 10.0, 10.0, 10.0)
|
|
|
|
[pixel shader todo(sm<4)]
|
|
float4 main() : sv_target
|
|
{
|
|
float ret = 0.0;
|
|
int i = 0;
|
|
|
|
[loop] do
|
|
{
|
|
i++;
|
|
ret += 1.0;
|
|
} while (i < 10);
|
|
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (10.0, 10.0, 10.0, 10.0)
|
|
|
|
% unroll can't be used with fastopt or loop
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float ret = 0.0;
|
|
|
|
[loop] [unroll(1)] for (int i = 0; i < 10; ++i)
|
|
{
|
|
ret += 1.0;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float ret = 0.0;
|
|
|
|
[fastopt] [unroll(1)] for (int i = 0; i < 10; ++i)
|
|
{
|
|
ret += 1.0;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float ret = 0.0;
|
|
int i = 0;
|
|
|
|
[loop] [unroll(1)] while (i < 10)
|
|
{
|
|
ret += 1.0;
|
|
i++;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float ret = 0.0;
|
|
int i = 0;
|
|
|
|
[fastopt] [unroll(1)] while (i < 10)
|
|
{
|
|
ret += 1.0;
|
|
i++;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float ret = 0.0;
|
|
int i = 0;
|
|
|
|
[loop] [unroll(1)] do
|
|
{
|
|
ret += 1.0;
|
|
i++;
|
|
} while (i < 10)
|
|
|
|
return ret;
|
|
}
|
|
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float ret = 0.0;
|
|
int i = 0;
|
|
|
|
[fastopt] [unroll(1)] do
|
|
{
|
|
ret += 1.0;
|
|
i++;
|
|
} while (i < 10)
|
|
|
|
return ret;
|
|
}
|