vkd3d/tests/hlsl/non-const-indexing.shader_test
Francisco Casas 22c47e57f5 tests/shader-runner: Introduce "if" qualifier.
When the "if" qualifier is added to a directive, the directive is
skipped if the shader->minimum_shader_model is not included in the
range.

This can be used on the "probe" directives for tests that have different
expected results on different shader models, without having to resort to
[require] blocks.
2024-02-13 22:51:22 +01:00

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[pixel shader todo(sm<4)]
uniform float4 f[3];
uniform float2 i;
float4 main() : sv_target
{
return f[i.x + i.y];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 0 0 0 0
todo(sm<4) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
uniform 12 float4 1 0 0 0
todo(sm<4) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
uniform 12 float4 0 1 0 0
todo(sm<4) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
uniform 12 float4 1 1 0 0
todo(sm<4) draw quad
probe all rgba (9.0, 10.0, 11.0, 12.0)
[pixel shader todo(sm<4)]
uniform float i;
float4 main() : SV_TARGET
{
float4 arr = float4(11.0, 12.0, 13.0, 14.0);
return arr[i];
}
[test]
uniform 0 float 0
todo(sm<4) draw quad
probe all rgba (11.0, 11.0, 11.0, 11.0)
uniform 0 float 1
todo(sm<4) draw quad
probe all rgba (12.0, 12.0, 12.0, 12.0)
uniform 0 float 2
todo(sm<4) draw quad
probe all rgba (13.0, 13.0, 13.0, 13.0)
uniform 0 float 3
todo(sm<4) draw quad
probe all rgba (14.0, 14.0, 14.0, 14.0)
[pixel shader todo(sm<4)]
float i;
float4 main() : sv_target
{
float a[4] = {1, 2, 3, 4};
return a[i];
}
[test]
uniform 0 float 2.3
todo(sm<4) draw quad
probe all rgba (3, 3, 3, 3)
[pixel shader todo(sm<4)]
uniform float i;
float4 main() : SV_TARGET
{
int4 arr_i = int4(21, 22, 23, 24);
bool4 arr_b = bool4(true, false, true, false);
return float4(arr_i[i], arr_b[i], arr_i[3 - i], arr_b[3 - i]);
}
[test]
uniform 0 float 0
todo(sm<4) draw quad
probe all rgba (21.0, 1.0, 24.0, 0.0)
uniform 0 float 1
todo(sm<4) draw quad
probe all rgba (22.0, 0.0, 23.0, 1.0)
uniform 0 float 2
todo(sm<4) draw quad
probe all rgba (23.0, 1.0, 22.0, 0.0)
uniform 0 float 3
todo(sm<4) draw quad
probe all rgba (24.0, 0.0, 21.0, 1.0)
[pixel shader todo(sm<4)]
uniform float2 i;
float4 main() : sv_target
{
float4 f[3] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12};
return f[i.x + i.y];
}
[test]
uniform 0 float4 0 0 0 0
todo(sm<4) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
uniform 0 float4 1 0 0 0
todo(sm<4) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
uniform 0 float4 0 1 0 0
todo(sm<4) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
uniform 0 float4 1 1 0 0
todo(sm<4) draw quad
probe all rgba (9.0, 10.0, 11.0, 12.0)
[pixel shader todo(sm<4)]
float4 a;
float4 main() : sv_target
{
float4 arr[] = {10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120};
float4 tmp = float4(1, 2, 3, 4);
tmp.yz = arr[a.z].wx;
return tmp;
}
[test]
uniform 0 float4 0 0 2.4 0
todo(sm<4) draw quad
probe all rgba (1.0, 120.0, 90.0, 4.0)
% SM1 doesn't support relative addressing if it is used in a l-value.
[require]
shader model >= 4.0
[pixel shader]
int i, j;
float4 main() : sv_target
{
float mut1[4] = {1, 2, 3, 4};
float mut2[4] = {5, 6, 7, 8};
mut1[i] = 100;
mut2[j] = mut1[j];
return float4(mut2[0], mut2[1], mut2[2], mut2[3]);
}
[test]
uniform 0 int 0
uniform 1 int 0
draw quad
probe all rgba (100, 6, 7, 8)
uniform 0 int 2
uniform 1 int 2
draw quad
probe all rgba (5, 6, 100, 8)
uniform 0 int 1
uniform 1 int 3
draw quad
probe all rgba (5, 6, 7, 4)
[pixel shader]
float a, b, c, d;
float e, f, g, h;
int i, j;
float4 main() : sv_target
{
float arr1[8] = {a, a, b, b, c, c, d, d};
float arr2[8] = {e, e, f, f, g, g, h, h};
arr1[i] = arr2[i];
arr2[j] = arr1[j];
return 1000 * float4(arr1[0], arr1[4], arr2[0], arr2[4])
+ 100 * float4(arr1[1], arr1[5], arr2[1], arr2[5])
+ 10 * float4(arr1[2], arr1[6], arr2[2], arr2[6])
+ 1 * float4(arr1[3], arr1[7], arr2[3], arr2[7]);
}
[test]
uniform 0 float4 1 2 3 4
uniform 4 float4 5 6 7 8
uniform 8 int 3
uniform 9 int 4
draw quad
probe all rgba (1126, 3344, 5566, 3788)
[pixel shader]
uint i, j;
float4 main() : sv_target
{
float mut1[4] = {1, 2, 3, 4};
/* dxc emits a pointer bitcast, which results in a VSIR MOV with mismatched data types. */
mut1[i] = asfloat(j);
return float4(mut1[0], mut1[1], mut1[2], mut1[3]);
}
[test]
uniform 0 uint 1
uniform 1 uint 0x40a00000
draw quad
probe all rgba (1, 5, 3, 4)
[require]
% reset requirements
[pixel shader todo(sm<4)]
uniform float4 f[4];
uniform uint4 u;
uniform uint4 v;
float4 main() : sv_target
{
float temp[4];
temp[0] = f[u.x].x;
temp[1] = f[u.y].x;
temp[2] = f[u.z].x;
temp[3] = f[u.w].x;
return float4(temp[v.x], temp[v.y], temp[v.z], temp[v.w]);
}
% FXC is incapable of compiling this correctly, but results differ for SM1-3 vs SM4-5.
[test]
uniform 0 float 1.0
uniform 4 float 2.0
uniform 8 float 3.0
uniform 12 float 4.0
uniform 16 uint4 3 1 0 2
uniform 20 uint4 0 3 1 2
todo(sm<4) draw quad
if(sm<4) todo probe all rgba (1.0, 1.0, 1.0, 1.0)
if(sm>=4 & sm<6) todo probe all rgba (4.0, 4.0, 4.0, 4.0)
if(sm>=6) probe all rgba (4.0, 3.0, 2.0, 1.0)