mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
147 lines
3.4 KiB
Plaintext
147 lines
3.4 KiB
Plaintext
% Test the interaction between integer constant folding and the fact
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% that integers are secretly considered floats in SM1-3
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 3000000000u;
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return float4(x, 0.0, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (3.0e+009, 0.0, 0.0, 0.0)
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% The uint value is never casted to int on SM1-3, just casted to float and treated as such
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 3000000000u;
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return float4(x, 0.0, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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if(sm<4) todo probe all rgba (3.0e+009, 0.0, 0.0, 0.0)
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if(sm>=4) probe all rgba (-1.29496730e+009, 0.0, 0.0, 0.0)
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% On SM1-5 (FXC) the literal is considered signed independently of its value and casted to uint;
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% on SM1-3 compilation fails because the uint would be negative
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[pixel shader fail(sm<4) todo(sm<4)]
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float4 main() : SV_TARGET
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{
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uint x = 3000000000;
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return float4(x, 0.0, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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if(sm>=4) probe all rgba (3.0e+009, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 3000000000;
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return float4(x, 0.0, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (-1.29496730e+009, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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return float4(3000000000u, 0.0, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (3.0e+009, 0.0, 0.0, 0.0)
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% Unsuffixed literals can instead be considered unsigned on SM6
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[pixel shader]
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float4 main() : SV_TARGET
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{
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return float4(3000000000, 0.0, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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if(sm<6) probe all rgba (-1.29496730e+009, 0.0, 0.0, 0.0)
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if(sm>=6) probe all rgba (3.0e+009, 0.0, 0.0, 0.0)
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% Constant folding is done with uint semantics before converting to float;
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% so constant folding seems to happen before converting integer operations to floats
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 3000000000u + 3000000000u;
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return float4(x, 0.0, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (1.70503270e+009, 0.0, 0.0, 0.0)
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% SM1-3 complains that uint values must be positive, but it's not clear why this is a problem here:
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% the sum should be done before casting to uint, and the result of the int sum should be positive,
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% so it seems that the declared type of x means something on how constant folding is done.
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% I'm not sure what's happening for SM4 anyway
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[pixel shader fail(sm<4) todo(sm<4)]
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float4 main() : SV_TARGET
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{
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uint x = 3000000000 + 3000000000;
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return float4(x, 0.0, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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todo probe all rgba (2.14748365e+009, 0.0, 0.0, 0.0)
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% Again, no idea of what's happening here
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 3000000000 + 3000000000;
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return float4(x, 0.0, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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todo probe all rgba (-2.14748365e+009, 0.0, 0.0, 0.0)
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% This makes sense
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[pixel shader]
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float4 main() : SV_TARGET
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{
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return float4(3000000000u + 3000000000u, 0.0, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (1.70503270e+009, 0.0, 0.0, 0.0)
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% This does not again
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[pixel shader]
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float4 main() : SV_TARGET
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{
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return float4(3000000000 + 3000000000, 0.0, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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todo probe all rgba (-2.14748365e+009, 0.0, 0.0, 0.0)
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% Explicit float literals use float semantics, at least
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float x = 3000000000.0 + 3000000000.0;
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return float4(x, 0.0, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (6.0e+009, 0.0, 0.0, 0.0)
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