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vkd3d/tests/hlsl/object-references.shader_test
Giovanni Mascellani cc1db404b0 vkd3d-shader/msl: Implement support for VKD3DSPR_UNDEF registers.
MSL doesn't seem to have any special handling for undefined values,
differently from SPIR-V. Thus we just emit zeros.

UNDEF registers are sometimes created by the DXIL parser,
for example in sm6_parser_emit_composite_construct().
2025-10-30 18:18:14 +01:00

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[pixel shader fail]
sampler sam;
float4 main() : sv_target
{
Texture2D tex;
tex = tex; // Uninitialized assignment to self.
return tex.Sample(sam, float2(0, 0));
}
[require]
shader model >= 4.0
[srv 0]
size (2d, 1, 1)
0.77 0.77 0.77 0.77
[srv 1]
size (2d, 1, 1)
0.64 0.64 0.64 0.64
[sampler 0]
filter linear linear linear
address clamp clamp clamp
[pixel shader]
Texture2D t_good, t_bad;
sampler sam;
float4 main() : sv_target
{
Texture2D a, b[1];
// This is basically a 'b[0] = t_good' but so that the copy-prop is delayed
int4 co = {0, 0, 0, 0};
b[(int) co.x + (int) co.y] = t_good;
a = b[0];
b[0] = t_bad;
// 'a' should be 't_good', not 't_bad' at this point
return 100 * a.Sample(sam, float2(0, 0)) + t_good.Sample(sam, float2(0, 0));
}
[test]
draw quad
probe (0, 0) rgba (77.77, 77.77, 77.77, 77.77)
[srv 0]
size (2d, 2, 2)
0.1 0.2 0.3 0.4 0.5 0.7 0.6 0.8
0.6 0.5 0.2 0.1 0.8 0.0 0.7 1.0
[pixel shader]
Texture2D t;
struct foo {
int3 a;
Texture2D b;
};
float4 main(float4 pos : sv_position) : sv_target
{
struct foo q;
q.a = int3(pos.xy, 0);
q.b = t;
return q.b.Load(q.a);
}
[test]
draw quad
probe (0, 0) f32(0.1, 0.2, 0.3, 0.4)
probe (1, 0) f32(0.5, 0.7, 0.6, 0.8)
probe (0, 1) f32(0.6, 0.5, 0.2, 0.1)
probe (1, 1) f32(0.8, 0.0, 0.7, 1.0)
[srv 0]
size (2d, 1, 1)
1.0 1.0 1.0 1.0
[srv 1]
size (2d, 1, 1)
2.0 2.0 2.0 1.0
[srv 2]
size (2d, 1, 1)
3.0 3.0 3.0 1.0
[pixel shader]
Texture2D tex[3];
struct foo {
float4 p;
Texture2D t;
};
float4 main() : sv_target
{
struct foo s[3];
s[0].t = tex[0];
s[1].t = tex[1];
s[2].t = tex[2];
return 100 * s[2].t.Load(0) + 10 * s[0].t.Load(0) + s[1].t.Load(0);
}
[test]
todo(mvk & sm>=6) draw quad
probe (0, 0) f32(312, 312, 312, 111)
[pixel shader]
Texture2D tex1;
Texture2D tex2;
Texture2D tex3;
float4 main() : sv_target
{
Texture2D t[3][2];
t[0][0] = tex1; // Note: Only invalid in shader model 5.1, array ref. cannot be used as l-value.
t[0][1] = tex2;
t[1][0] = tex3;
t[1][1] = tex1;
t[2][0] = tex2;
t[2][1] = tex3;
return 1000 * t[2][0].Load(0) + 100 * t[1][1].Load(0) + 10 * t[2][1].Load(0) + t[0][1].Load(0);
}
[test]
draw quad
probe (0, 0) f32(2132, 2132, 2132, 1111)
[pixel shader fail(sm<6) todo(sm>=5.1)]
Texture2D tex[3];
uniform int n;
struct foo {
float4 p;
Texture2D t;
};
float4 main() : sv_target
{
struct foo s[3];
s[0].t = tex[0];
s[1].t = tex[1];
s[2].t = tex[2];
return s[n].t.Load(0);
}
[pixel shader fail(sm<5.1) todo(sm>=5.1)]
Texture2D tex[3];
uniform int n;
float4 main() : sv_target
{
return tex[n].Load(0);
}
[pixel shader fail(sm<5.1) todo(sm>=5.1)]
RWTexture2D<float4> tex[3];
uniform int n;
float4 main() : sv_target
{
tex[n][int2(0, 0)] = 0.6;
return 0;
}
[pixel shader]
Texture2D tex;
uniform float f;
struct apple
{
Texture2D tex1;
Texture2D tex2;
float3 aa;
};
float4 main() : sv_target
{
struct apple a = {tex, tex, 1.0, 2.0, 3.0};
a.aa += f;
return a.aa.xyzx;
}
[test]
uniform 0 float 10.0
draw quad
probe (0, 0) rgba (11.0, 12.0, 13.0, 11.0)
[pixel shader fail]
float4 main(Texture2D tex2) : sv_target
{
Texture2D tex1;
tex2 = tex1;
return tex2.Load(int3(0, 0, 0));
}
[require]
shader model >= 5.0
[srv 0]
size (2d, 1, 1)
1.0 2.0 3.0 4.0
[pixel shader todo fail(sm>=6)]
struct apple {
Texture2D tex;
};
float4 main(struct apple input) : sv_target
{
input.tex = input.tex; // Assignment to self.
return input.tex.Load(int3(0, 0, 0));
}
[test]
todo draw quad
todo probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)