vkd3d/tests/hlsl/cast-to-int.shader_test
Francisco Casas 2d91bd9200 vkd3d-shader/hlsl: Properly lower casts to int for negative numbers.
While it looks complicated, it is what fxc/d3dcompiler does.

A shader as simple as:

    float4 f;

    float4 main() : sv_target
    {
        return (int4)f;
    }

results in the following instructions:

    ps_2_0
    def c1, 0, 1, 0, 0
    frc r0, c0
    cmp r1, -r0, c1.x, c1.y
    add r0, -r0, c0
    mov r2, c0
    cmp r1, r2, c1.x, r1
    add r0, r0, r1
    mov oC0, r0
2025-01-16 18:46:49 +01:00

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[pixel shader]
uniform float3 f;
float4 main() : sv_target
{
int3 r = f;
return float4(r, 0);
}
[test]
uniform 0 float4 10.3 -11.6 12.8 13.1
draw quad
probe (0, 0) rgba(10, -11, 12, 0)
[vertex shader]
uniform float4 f;
void main(float4 pos : position, out float4 t1 : TEXCOORD1, out float4 out_pos : sv_position)
{
out_pos = pos;
t1 = (int4)f;
}
[pixel shader]
float4 main(float4 t1 : TEXCOORD1) : sv_target
{
return t1;
}
[test]
uniform 0 float4 -0.4 -0.7 -12.8 14.8
draw quad
probe (0, 0) rgba(0, 0, -12, 14)
[pixel shader todo(sm<4)]
uniform float f;
uniform uint u;
uniform bool b;
uniform float h;
float4 main() : sv_target
{
float4 ret;
ret.x = ((float)(int)f) - 1.5;
ret.y = ((float)(int)u) + 2.5;
ret.z = ((float)(int)b) / 2;
ret.w = ((float)(int)(half)h) + 3.5;
return ret;
}
[test]
if(sm<4) uniform 0 float 2.6
if(sm<4) uniform 4 float -2
if(sm<4) uniform 8 float 1.0
if(sm<4) uniform 12 float -3.6
if(sm>=4) uniform 0 float 2.6
if(sm>=4) uniform 1 int -2
if(sm>=4) uniform 2 int -2
if(sm>=4) uniform 3 float -3.6
todo(sm<4) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader]
float4 main() : sv_target
{
float f = 2.6;
uint u = 0xfffffffe;
bool b = true;
half h = -3.6;
float4 ret;
ret.x = ((float)(int)f) - 1.5;
ret.y = ((float)(int)u) + 2.5;
ret.z = ((float)(int)b) / 2;
ret.w = ((float)(int)h) + 3.5;
return ret;
}
[test]
draw quad
if(sm<4) todo probe (0,0) rgba (0.5, 4.2949673e+009, 0.5, 0.5)
if(sm>=4) probe (0,0) rgba (0.5, 0.5, 0.5, 0.5)