vkd3d/tests/hlsl/arithmetic-uint.shader_test
Shaun Ren 646087d54c vkd3d-shader/hlsl: Collect together terms with constant coefficients.
We apply distributivity to applicable expressions, specifically with
the following rewrite rules:

  (x OPL a) OPR (x OPL b) -> x OPL (a OPR b)
  (y OPR (x OPL a)) OPR (x OPL b) -> y OPR (x OPL (a OPR b))
  ((x OPL a) OPR y) OPR (x OPL b) -> (x OPL (a OPR b)) OPR y
  (x OPL a) OPR ((x OPL b) OPR y) -> (x OPL (a OPR b)) OPR y
  (x OPL a) OPR (y OPR (x OPL b)) -> (x OPL (a OPR b)) OPR y

where a, b are constants.
2025-01-10 19:17:43 +01:00

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[require]
shader model >= 4.0
[pixel shader]
float4 main() : SV_TARGET
{
uint x = 5;
uint y = 15;
return float4(x + y, x - y, x * y, x / y);
}
[test]
draw quad
probe (0, 0) rgba (20.0, 4294967296.0, 75.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint x = 5;
uint y = 15;
return float4(x % y, +x, -x, y / x);
}
[test]
draw quad
probe (0, 0) rgba (5.0, 5.0, 4294967296.0, 3.0)
[pixel shader fail(sm<6)]
float4 main() : SV_TARGET
{
uint x = 1;
uint y = 0;
return x / y;
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
float4 main() : SV_TARGET
{
uint x = 1;
uint y = 0;
return x % y;
}
[test]
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
% Test expression normalization and simplification.
[pixel shader]
uniform uint4 x;
float4 main() : SV_TARGET
{
return 6 + (2 * x * 3) - 5;
}
[test]
uniform 0 uint4 0 1 2 3
todo(msl) draw quad
probe (0, 0) rgba (1.0, 7.0, 13.0, 19.0)
% Test collecting terms with constant coefficients.
[pixel shader]
uniform uint x;
float4 main() : SV_TARGET
{
uint4 res;
res.x = x * 2 + (3 + 3 * x);
res.y = (x & 4) | (x & 1);
res.z = max(min(2, x), min(x, 10));
res.w = 0;
return res;
}
[test]
uniform 0 uint 7
todo(msl) draw quad
probe (0, 0) rgba(38.0, 5.0, 7.0, 0.0)