Files
vkd3d/tests/hlsl/register-reservations-profile.shader_test
2024-07-03 14:05:58 -03:00

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% Tests for register reservations that use the "profile" syntax.
[require]
shader model >= 4.0
[srv 0]
size (2d, 1, 1)
0.0 0.0 0.0 99.0
[srv 1]
size (2d, 1, 1)
1.0 1.0 1.0 99.0
[srv 2]
size (2d, 1, 1)
2.0 2.0 2.0 99.0
[pixel shader todo]
Texture2D tex1 : register(vs, t1);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(sm<6) draw quad
% sm6 seems to ignore profile qualifiers entirely.
if(sm>=6) probe (0,0) rgba (1, 1, 1, 99)
if(sm<6) probe (0,0) rgba (0, 0, 0, 99)
[pixel shader todo]
Texture2D tex1 : register(cs, t1);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(sm<6) draw quad
if(sm>=6) probe (0,0) rgba (1, 1, 1, 99)
if(sm<6) probe (0,0) rgba (0, 0, 0, 99)
[pixel shader todo]
Texture2D tex1 : register(ps, t1);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(sm<6) draw quad
probe (0, 0) rgba (1, 1, 1, 99)
[pixel shader fail todo]
Texture2D tex1 : register(PS, t1);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[pixel shader fail todo]
Texture2D tex1 : register(qs, t1);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[pixel shader fail]
Texture2D tex1 : register(ps);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[pixel shader fail(sm<6) todo]
Texture2D tex1 : register(ps_4, t1);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
draw quad
probe (0, 0) rgba (1, 1, 1, 99)
[pixel shader todo]
Texture2D tex1 : register(ps_4_0, t1);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(sm<6) draw quad
probe (0, 0) rgba (1, 1, 1, 99)
[pixel shader fail]
Texture2D tex1 : register(ps.4.0, t1);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[pixel shader todo]
Texture2D tex1 : register(ps_4_1, t1);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(sm<6) draw quad
if(sm>=6) probe (0,0) rgba (1, 1, 1, 99)
if(sm<6) probe (0,0) rgba (0, 0, 0, 99)
[pixel shader todo]
Texture2D tex1 : register(ps_4_1, t1) : register(ps_4_0, t2);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(sm<6) draw quad
probe (0, 0) rgba (2, 2, 2, 99)
% The documentation explicitly gives this case as an example, implying that a
% more specific profile takes precedence over a less specific one. It doesn't.
% If we're not on the specific version, the compiler silently chooses the
% general case; if we are, the compiler detects a conflict and fails.
% sm6 is of course different. It seems to detect conflicts if the exact same
% reservation is given, but if two different reservations are given it instead
% just picks the last one, without regard to version.
[pixel shader todo]
Texture2D tex1 : register(ps, t1) : register(ps_5_0, t2);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(sm<6) draw quad
if(sm>=6) probe (0,0) rgba (2, 2, 2, 99)
if(sm<6) probe (0,0) rgba (1, 1, 1, 99)
[pixel shader fail(sm<6) todo]
Texture2D tex1 : register(ps, t1) : register(ps_4_0, t2);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
draw quad
probe (0, 0) rgba (2, 2, 2, 99)
[pixel shader fail(sm<6) todo]
Texture2D tex1 : register(ps_4_0, t1) : register(ps, t2);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
draw quad
probe (0, 0) rgba (2, 2, 2, 99)
[pixel shader fail(sm<6) todo]
Texture2D tex1 : register(ps_6_0, t1) : register(ps, t2);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
draw quad
probe (0, 0) rgba (2, 2, 2, 99)
[pixel shader fail todo]
Texture2D tex1 : register(ps_4_0, t1) : register(t2);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[pixel shader fail]
Texture2D tex1 : register(t1, ps_4_0);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
% It's also illegal to specify contradictory register reservations with the
% *same* profile, even if they aren't the current one.
[pixel shader fail todo]
Texture2D tex1 : register(vs_4_0, t1) : register(vs_4_0, t2);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[pixel shader fail todo]
Texture2D tex1 : register(vs, t1) : register(vs, t2);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
% Specifying the same reservation twice is fine, though.
[pixel shader todo]
Texture2D tex1 : register(ps, t1) : register(ps, t1);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(sm<6) draw quad
probe (0, 0) rgba (1, 1, 1, 99)
% Bracket exprs should still parse correctly.
[pixel shader todo]
Texture2D tex1 : register(ps, t[1]);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(sm<6) draw quad
if(sm>=6) probe (0, 0) rgba(0, 0, 0, 99)
if(sm<6) probe (0, 0) rgba(1, 1, 1, 99)
% This works, though the bind point is ignored.
[pixel shader fail(sm>=6) todo(sm<6)]
float a : register(ps[5], c1);
float4 main() : sv_target
{
return a;
}
[test]
uniform 0 float 1.0
todo draw quad
probe (0, 0) rgba(1.0, 1.0, 1.0, 1.0)