vkd3d/tests/hlsl/non-const-indexing.shader_test
Francisco Casas 1c73513425 tests: Use the vulkan runner to run SM1 compilation tests.
At the current moment this is a little odd because for SM1 [test]
directives are skipped, and the [shader] directives are not executed by
the shader_runner_vulkan.c:compile_shader() but by the general
shader_runner.c:compile_shader(). So in principle it is a little weird
that we go through the vulkan runner.

But fret not, because in the future we plan to make the parser agnostic
to the language of the tests, so we will get rid of the general
shader_runner.c:compile_shader() function and instead call a
runner->compile_shader() function, defined for each runner. Granted,
most of these may call a generic implementation that uses native
compiler in Windows, and vkd3d-shader on Linux, but it would be more
conceptually correct.
2024-01-24 22:37:44 +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)
[pixel shader]
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.
[require]
shader model < 4.0
[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 draw quad
todo(sm<4) probe all rgba (1.0, 1.0, 1.0, 1.0)
[require]
shader model >= 4.0
shader model < 6.0
[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
draw quad
todo probe all rgba (4.0, 4.0, 4.0, 4.0)
[require]
shader model >= 6.0
[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
draw quad
probe all rgba (4.0, 3.0, 2.0, 1.0)