mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
026624a266
The Metal bug was reported to Apple as FB15617433. Since we don't care specifically about that bug, I'm just tweaking the test so that it doesn't hit that bad path any more.
653 lines
11 KiB
Plaintext
653 lines
11 KiB
Plaintext
[pixel shader todo(sm<4)]
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uint4 v;
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float4 main() : sv_target
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{
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switch (v.x)
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{
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case 0:
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return 3.0;
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case 1:
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return 4.0;
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default:
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return 5.0;
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}
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}
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[test]
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if(sm<4) uniform 0 float4 3 0 0 0
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if(sm>=4) uniform 0 uint4 3 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
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% just a default case
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[pixel shader todo(sm<4)]
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uint4 v;
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float4 main() : sv_target
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{
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switch (v.x)
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{
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default:
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return 5.0;
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}
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}
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[test]
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if(sm<4) uniform 0 float4 3 0 0 0
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if(sm>=4) uniform 0 uint4 3 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
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% completely empty
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[pixel shader fail]
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uint4 v;
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float4 main() : sv_target
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{
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switch (v.x)
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{
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}
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}
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% falling through is only supported for empty case statements
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[pixel shader todo(sm<4)]
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uint4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0, 2.0, 3.0, 4.0};
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switch (v.x)
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{
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case 0:
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case 1:
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c.x += 0.1f;
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break;
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}
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return c;
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}
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[test]
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.1, 2.0, 3.0, 4.0)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.1, 2.0, 3.0, 4.0)
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% case value evaluation
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[pixel shader todo(sm<4)]
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uint4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0, 2.0, 3.0, 4.0};
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switch (v.x)
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{
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case 1+1:
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c += 0.1f;
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break;
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case 0:
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c += 0.2f;
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break;
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}
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return c;
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}
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[test]
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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% floats are accepted
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[pixel shader fail(sm>=6) todo(sm<4)]
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uint4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0, 2.0, 3.0, 4.0};
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switch (v.x)
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{
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case 2.1f:
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c += 0.1f;
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break;
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case 0.9f:
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c += 0.2f;
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break;
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}
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return c;
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}
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[test]
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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[pixel shader fail(sm<4 | sm>=6) todo(sm<4)]
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float4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0, 2.0, 3.0, 4.0};
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switch (v.x)
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{
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case 2.1f:
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c += 0.1f;
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break;
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case 0.9f:
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c += 0.2f;
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break;
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}
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return c;
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}
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[test]
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uniform 0 float4 2.0 0.0 0.0 0.0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1)
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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[pixel shader fail]
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uint4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0, 2.0, 3.0, 4.0};
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uint a = 1;
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switch (v.x)
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{
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case 1+a:
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c += 0.1f;
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break;
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case 0:
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c += 0.2f;
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break;
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}
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return c;
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}
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% duplicate cases
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[pixel shader fail]
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uint4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0, 2.0, 3.0, 4.0};
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switch (v.x)
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{
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case 2:
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c += 0.1f;
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break;
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case 1+1:
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c += 0.2f;
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break;
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}
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return c;
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}
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% multiple default cases
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[pixel shader fail]
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uint4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0, 2.0, 3.0, 4.0};
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switch (v.x)
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{
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default:
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case 2:
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c += 0.1f;
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break;
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case 1:
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c += 0.2f;
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break;
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default:
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break;
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}
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return c;
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}
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% unterminated cases
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[pixel shader fail(sm<6)]
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uint4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0, 2.0, 3.0, 4.0};
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switch (v.x)
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{
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case 0:
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c += 0.1f;
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case 1:
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c += 0.2f;
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break;
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}
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return c;
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}
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[pixel shader fail]
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uint4 v;
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float4 main() : sv_target
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{
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switch (v.x)
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{
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case 0:
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return 3.0;
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case 1:
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return 4.0;
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case 2:
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}
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return 0.0;
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}
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[pixel shader fail]
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uint4 v;
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float4 main() : sv_target
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{
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switch (v.x)
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{
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case 0:
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return 3.0;
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case 1:
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return 4.0;
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default:
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}
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return 0.0;
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}
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[pixel shader fail(sm<6)]
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uint4 v;
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float4 main() : sv_target
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{
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switch (v.x)
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{
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case 0:
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return 3.0;
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case 1:
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return 4.0;
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default:
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discard;
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}
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return 0.0;
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}
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[pixel shader fail(sm<6)]
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uint4 v;
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float4 main() : sv_target
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{
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switch (v.x)
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{
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case 0:
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return 3.0;
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case 1:
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return 4.0;
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case 2:
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discard;
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}
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return 0.0;
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}
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[pixel shader fail(sm<6)]
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uint4 v;
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float4 main() : sv_target
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{
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switch (v.x)
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{
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case 0:
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discard;
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case 1:
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return 4.0;
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}
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return 0.0;
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}
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% more complicated breaks
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[pixel shader todo(sm<4)]
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uint4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0, 2.0, 3.0, 4.0};
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switch (v.x)
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{
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case 2:
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c += 0.1f;
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if (true) break;
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c = 9.0f;
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case 1:
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if (false) break;
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c += 0.2f;
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break;
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default:
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case 0:
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break;
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}
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return c;
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}
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[test]
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.2, 2.2, 3.2, 4.2)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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% switch breaks within a loop
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[pixel shader todo(sm<4)]
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uint4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0f, 2.0f, 3.0f, 4.0f};
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for (int i = 0; i < 4; ++i)
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{
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switch (v.x)
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{
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case 2:
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c += 1.0f;
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break;
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case 1:
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c -= 1.0f;
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break;
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default:
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case 0:
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break;
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}
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}
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return c;
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}
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[test]
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
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% default case placement
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[pixel shader todo(sm<4)]
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uint4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0f, 2.0f, 3.0f, 4.0f};
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switch (v.x)
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{
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case 2:
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c += 1.0f;
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break;
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case 1:
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c -= 1.0f;
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break;
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case 3:
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default:
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case 0:
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c += 3.0f;
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break;
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}
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return c;
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}
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[test]
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0)
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
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if(sm<4) uniform 0 float4 3 0 0 0
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if(sm>=4) uniform 0 uint4 3 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0)
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[pixel shader todo(sm<4)]
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uint4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0f, 2.0f, 3.0f, 4.0f};
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switch (v.x)
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{
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case 2:
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c += 1.0f;
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break;
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case 1:
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c -= 1.0f;
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break;
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case 3:
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default:
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break;
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case 0:
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c += 3.0f;
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break;
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}
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return c;
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}
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[test]
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if(sm<4) uniform 0 float4 3 0 0 0
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if(sm>=4) uniform 0 uint4 3 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0)
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if(sm<4) uniform 0 float4 5 0 0 0
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if(sm>=4) uniform 0 uint4 5 0 0 0
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todo(sm<4 | msl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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% 'continue' is not supported in switches
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[pixel shader fail(sm<6)]
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uint4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0, 2.0, 3.0, 4.0};
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uint i, j;
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for (i = 0; i < v.z; i++)
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{
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switch (v.x)
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{
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case 0:
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c += 0.1f;
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continue;
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break;
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case 1:
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c += 0.2f;
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break;
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}
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}
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return c;
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}
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[pixel shader fail(sm<4) todo(sm<4)]
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uint4 v;
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float4 main() : sv_target
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{
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float4 c = {1.0, 2.0, 3.0, 4.0};
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uint i, j;
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for (i = 0; i < v.z; i++)
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{
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switch (v.x)
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{
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case 1:
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for (j = 0; j < v.z; j++)
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{
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c += 1.0f;
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if (v.w)
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continue;
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}
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break;
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case 0:
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c += 2.0f;
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break;
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}
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}
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return c;
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}
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[test]
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if(sm<4) uniform 0 float4 1 0 3 1
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if(sm>=4) uniform 0 uint4 1 0 3 1
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todo(msl) draw quad
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probe (0, 0) rgba (10.0, 11.0, 12.0, 13.0)
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if(sm<4) uniform 0 float4 0 0 3 1
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if(sm>=4) uniform 0 uint4 0 0 3 1
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todo(msl) draw quad
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probe (0, 0) rgba (7.0, 8.0, 9.0, 10.0)
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% return from a switch nested in a loop
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[pixel shader fail(sm<4) todo(sm<4)]
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/* In theory this could be directly defined as uint4, but that hits some kind
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* of optimization bug on Metal, which we work around this way. */
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float4 vf;
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|
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float4 main() : sv_target
|
|
{
|
|
float4 c = {1.0, 2.0, 3.0, 4.0};
|
|
uint4 v = vf;
|
|
uint i, j;
|
|
|
|
for (i = 0; i < v.z; i++)
|
|
{
|
|
switch (v.x)
|
|
{
|
|
case 0:
|
|
c += 1.0f;
|
|
break;
|
|
case 1:
|
|
c += 2.0f;
|
|
return c;
|
|
}
|
|
c += 100.0f;
|
|
}
|
|
|
|
return c;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float4 0 0 3 1
|
|
todo(msl) draw quad
|
|
probe (0, 0) rgba (304.0, 305.0, 306.0, 307.0)
|
|
uniform 0 float4 1 0 3 1
|
|
todo(msl) draw quad
|
|
probe (0, 0) rgba (3.0, 4.0, 5.0, 6.0)
|
|
|
|
[require]
|
|
shader model >= 6.0
|
|
|
|
[pixel shader]
|
|
uint64_t2 v;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
// Need three cases because dxcompiler optimises two case values to a pair of vselect instructions.
|
|
switch (v.x)
|
|
{
|
|
case 0:
|
|
return 3.0;
|
|
case 0x100000002:
|
|
return 4.0;
|
|
case 3:
|
|
return 2.0;
|
|
default:
|
|
return 5.0;
|
|
}
|
|
}
|
|
|
|
[test]
|
|
uniform 0 uint64_t2 2 0
|
|
draw quad
|
|
probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
|
|
uniform 0 uint64_t2 0x100000002 0
|
|
draw quad
|
|
probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
|
|
uniform 0 uint64_t2 0 0
|
|
draw quad
|
|
probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
|