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19fd43214b
Also, properly casting it to float in lower_ternary() for SM1 avoids creating ABS and NEG on bool types.
144 lines
4.0 KiB
Plaintext
144 lines
4.0 KiB
Plaintext
% Check that -0.0f is not less than 0.0f
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[pixel shader]
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float a;
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float4 main() : sv_target
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{
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return -0.0f < a;
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}
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[test]
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uniform 0 float 0.0
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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uniform float4 f;
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float4 main() : sv_target
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{
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float4 result;
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float n = f.x/f.w;
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/* '!(condition)' in SM6 forces use of the unordered instruction variant. */
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result.x = (f.y > f.x) ? 1.0 : 0.0;
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result.x += (f.y < f.x) ? 10.0 : 0.0;
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result.x += (f.y >= f.x) ? 100.0 : 0.0;
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result.x += (f.y <= f.x) ? 1000.0 : 0.0;
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result.x += !(f.y <= f.x) ? 10000.0 : 0.0;
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result.x += !(f.y >= f.x) ? 100000.0 : 0.0;
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result.x += !(f.y < f.x) ? 1000000.0 : 0.0;
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result.x += !(f.y > f.x) ? 10000000.0 : 0.0;
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result.y = (n > f.x) ? 1.0 : 0.0;
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result.y += (n < f.x) ? 10.0 : 0.0;
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result.y += (n >= f.x) ? 100.0 : 0.0;
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result.y += (n <= f.x) ? 1000.0 : 0.0;
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result.y += !(n <= f.x) ? 10000.0 : 0.0;
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result.y += !(n >= f.x) ? 100000.0 : 0.0;
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result.y += !(n < f.x) ? 1000000.0 : 0.0;
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result.y += !(n > f.x) ? 10000000.0 : 0.0;
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result.z = (f.z == f.y) ? 1.0 : 0.0;
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result.z += (f.z != f.y) ? 10.0 : 0.0;
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result.z += !(f.z == f.y) ? 100.0 : 0.0;
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result.z += !(f.z != f.y) ? 1000.0 : 0.0;
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result.z += (n == f.y) ? 10000.0 : 0.0;
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result.z += (n != f.y) ? 100000.0 : 0.0;
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result.z += !(n == f.y) ? 1000000.0 : 0.0;
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result.z += !(n != f.y) ? 10000000.0 : 0.0;
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// These compile to FCMP_ORD, but prepending a ! does not result in FCMP_UNO
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result.w = (f.y < f.x || f.y >= f.x) ? 1.0 : 0.0;
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result.w += (n < f.x || n >= f.x) ? 10.0 : 0.0;
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return result;
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}
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[test]
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uniform 0 float4 0.0 1.5 1.5 0.0
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todo(glsl) draw quad
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% SM1-3 apparently treats '0/0' as zero.
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if(sm<4) todo probe all rgba (1010101.0, 11001100.0, 1101001.0, 11.0)
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% SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN.
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if(sm>=4 & sm<6) todo probe all rgba (1010101.0, 0.0, 1101001.0, 1.0)
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% SM6 emits the correct ordered/unordered instructions, so comparisons are false for NaN, and are made true with 'not'.
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if(sm>=6) probe all rgba (1010101.0, 11110000.0, 1101001.0, 1.0)
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% In shader model 2.0, native compares two numbers for equality checking if (a - b)*(a - b) is
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% positive instead of |a - b|. We check if this causes some changes in behavior for very small and
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% very large numbers.
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% For large numbers the behavior is the same, even though the multiplication reaches inf, but for
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% very small ones it is not because the multiplication results in 0.
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%
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% NOTE: Seems that subnormal numbers are considered equal to zero, at least in the WARP driver.
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% Probably this is implementation dependent and deserves separate testing, so only normal numbers
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% are passed on these tests.
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[require]
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shader model >= 2.0
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shader model < 3.0
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[pixel shader]
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float4 a, b;
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float4 main() : sv_target
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{
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return a == b;
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}
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[test]
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uniform 0 float4 1e-37 1e-37 1e+38 1e+38
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uniform 4 float4 0 -1e-37 1e+38 -1e+38
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draw quad
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probe all rgba (1.0, 1.0, 1.0, 0.0)
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[require]
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shader model >= 3.0
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shader model < 4.0
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[pixel shader]
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float4 a, b;
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float4 main() : sv_target
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{
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return a == b;
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}
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[test]
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uniform 0 float4 1e-37 1e-37 1e+38 1e+38
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uniform 4 float4 0 -1e-37 1e+38 -1e+38
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draw quad
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probe all rgba (0.0, 0.0, 1.0, 0.0)
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[require]
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shader model >= 6.0
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[pixel shader]
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uniform float4 f;
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float4 main() : sv_target
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{
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float4 result = float4(isinf(f.x / f.y), isnan(sqrt(f.w)), isinf(sqrt(f.w)), isnan(f.x / f.y));
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return result + float4(isinf(f.x / f.z), isnan(sqrt(f.y)), isinf(f.y / f.z), isnan(sqrt(f.z))) * 10.0;
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}
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[test]
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uniform 0 float4 1.5 0.0 1.0 -1.0
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draw quad
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probe all rgba (1.0, 1.0, 0.0, 0.0)
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[pixel shader]
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uniform float4 f;
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float4 main() : sv_target
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{
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return float4(isfinite(f.x / f.y), isfinite(sqrt(f.w)), isfinite(f.x / f.z), 0.0);
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}
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[test]
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uniform 0 float4 1.5 0.0 1.0 -1.0
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draw quad
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probe all rgba (0.0, 0.0, 1.0, 0.0)
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