mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
5e3515f191
According to the documentation, if_comp is available from 2_x pixel and vertex shaders and, unlike "if bool" it doesn't expect a constant boolean register (from the input signature), so: if_neq cond -cond seems like a convenient way to write these, for profiles above 2.0.
278 lines
5.1 KiB
Plaintext
278 lines
5.1 KiB
Plaintext
[pixel shader todo(sm<4)]
|
|
uniform float4 u;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
if (u.x > 0.0)
|
|
return float4(0.1, 0.2, 0.3, 0.4);
|
|
else
|
|
return float4(0.9, 0.8, 0.7, 0.6);
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float4 0.0 0.0 0.0 0.0
|
|
todo(sm<4 | glsl) draw quad
|
|
probe all rgba (0.9, 0.8, 0.7, 0.6)
|
|
uniform 0 float4 0.1 0.0 0.0 0.0
|
|
todo(sm<4 | glsl) draw quad
|
|
probe all rgba (0.1, 0.2, 0.3, 0.4)
|
|
|
|
[pixel shader todo(sm<4)]
|
|
uniform float4 u;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
[attr1]
|
|
if (u.x > 0.0)
|
|
return float4(0.1, 0.2, 0.3, 0.4);
|
|
else
|
|
return float4(0.9, 0.8, 0.7, 0.6);
|
|
}
|
|
|
|
[pixel shader todo(sm<4)]
|
|
uniform float4 u;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
[flatten]
|
|
if (u.x > 0.0)
|
|
return float4(0.1, 0.2, 0.3, 0.4);
|
|
else
|
|
return float4(0.9, 0.8, 0.7, 0.6);
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float4 0.0 0.0 0.0 0.0
|
|
todo(sm<4 | glsl) draw quad
|
|
probe all rgba (0.9, 0.8, 0.7, 0.6)
|
|
|
|
[pixel shader fail(sm<6)]
|
|
float4 u;
|
|
|
|
float main() : sv_target
|
|
{
|
|
[branch] [branch]
|
|
if (u.x > 0.0)
|
|
return float4(0.1, 0.2, 0.3, 0.4);
|
|
else
|
|
return float4(0.9, 0.8, 0.7, 0.6);
|
|
}
|
|
|
|
[pixel shader fail todo]
|
|
float4 u;
|
|
|
|
float main() : sv_target
|
|
{
|
|
[branch] [flatten]
|
|
if (u.x > 0.0)
|
|
return float4(0.1, 0.2, 0.3, 0.4);
|
|
else
|
|
return float4(0.9, 0.8, 0.7, 0.6);
|
|
}
|
|
|
|
% Using older profiles fails to compile with forced control flow instruction
|
|
[require]
|
|
shader model >= 3.0
|
|
|
|
|
|
[pixel shader]
|
|
uniform float a;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
if (a < 4)
|
|
return float4(1, 2, 3, 4);
|
|
return float4(10, 20, 30, 40);
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float -2
|
|
todo(glsl) draw quad
|
|
probe all rgba (1, 2, 3, 4)
|
|
uniform 0 float 10
|
|
todo(glsl) draw quad
|
|
probe all rgba (10, 20, 30, 40)
|
|
|
|
|
|
[pixel shader]
|
|
uniform float4 u;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
[branch]
|
|
if (u.x > 0.0)
|
|
return float4(0.1, 0.2, 0.3, 0.4);
|
|
else
|
|
return float4(0.9, 0.8, 0.7, 0.6);
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float4 0.0 0.0 0.0 0.0
|
|
todo(glsl) draw quad
|
|
probe all rgba (0.9, 0.8, 0.7, 0.6)
|
|
|
|
[pixel shader]
|
|
float4 main() : sv_target
|
|
{
|
|
bool c = false;
|
|
float a = -1.0f;
|
|
if (c)
|
|
return float4(1.0, 2.0, 3.0, 4.0);
|
|
else if (a > 0)
|
|
return float4(5.0, 6.0, 7.0, 8.0);
|
|
else
|
|
return float4(9.0, 10.0, 11.0, 12.0);
|
|
}
|
|
|
|
[test]
|
|
todo(glsl) draw quad
|
|
probe all rgba (9.0, 10.0, 11.0, 12.0)
|
|
|
|
|
|
[pixel shader]
|
|
int a, b;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
if (a < b)
|
|
return -1.0;
|
|
else
|
|
return 1.0;
|
|
}
|
|
|
|
[test]
|
|
if(sm<4) uniform 0 float 8
|
|
if(sm<4) uniform 4 float 9
|
|
if(sm>=4) uniform 0 int 8
|
|
if(sm>=4) uniform 1 int 9
|
|
todo(glsl) draw quad
|
|
probe all rgba (-1.0, -1.0, -1.0, -1.0)
|
|
if(sm<4) uniform 0 float -3
|
|
if(sm<4) uniform 4 float -4
|
|
if(sm>=4) uniform 0 int -3
|
|
if(sm>=4) uniform 1 int -4
|
|
todo(glsl) draw quad
|
|
probe all rgba (1.0, 1.0, 1.0, 1.0)
|
|
if(sm<4) uniform 0 float 7
|
|
if(sm<4) uniform 4 float 7
|
|
if(sm>=4) uniform 0 int 7
|
|
if(sm>=4) uniform 1 int 7
|
|
todo(glsl) draw quad
|
|
probe all rgba (1.0, 1.0, 1.0, 1.0)
|
|
|
|
|
|
[pixel shader]
|
|
int a, b;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
if (a <= b)
|
|
return -1.0;
|
|
else
|
|
return 1.0;
|
|
}
|
|
|
|
[test]
|
|
if(sm<4) uniform 0 float 8
|
|
if(sm<4) uniform 4 float 9
|
|
if(sm>=4) uniform 0 int 8
|
|
if(sm>=4) uniform 1 int 9
|
|
todo(glsl) draw quad
|
|
probe all rgba (-1.0, -1.0, -1.0, -1.0)
|
|
if(sm<4) uniform 0 float -3
|
|
if(sm<4) uniform 4 float -4
|
|
if(sm>=4) uniform 0 int -3
|
|
if(sm>=4) uniform 1 int -4
|
|
todo(glsl) draw quad
|
|
probe all rgba (1.0, 1.0, 1.0, 1.0)
|
|
if(sm<4) uniform 0 float 7
|
|
if(sm<4) uniform 4 float 7
|
|
if(sm>=4) uniform 0 int 7
|
|
if(sm>=4) uniform 1 int 7
|
|
todo(glsl) draw quad
|
|
probe all rgba (-1.0, -1.0, -1.0, -1.0)
|
|
|
|
|
|
[pixel shader]
|
|
int a, b;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
if (a != b)
|
|
return -1.0;
|
|
else
|
|
return 1.0;
|
|
}
|
|
|
|
[test]
|
|
if(sm<4) uniform 0 float -3
|
|
if(sm<4) uniform 4 float -2
|
|
if(sm>=4) uniform 0 int -3
|
|
if(sm>=4) uniform 1 int -2
|
|
todo(glsl) draw quad
|
|
probe all rgba (-1.0, -1.0, -1.0, -1.0)
|
|
if(sm<4) uniform 0 float 4
|
|
if(sm<4) uniform 4 float 4
|
|
if(sm>=4) uniform 0 int 4
|
|
if(sm>=4) uniform 1 int 4
|
|
todo(glsl) draw quad
|
|
probe all rgba (1.0, 1.0, 1.0, 1.0)
|
|
|
|
|
|
% Test "if" conditionals, using resource loads to ensure we aren't removing these instruction with optimizations.
|
|
[srv 0]
|
|
size (2d, 2, 2)
|
|
0.0 0.0 0.0 4.0 1.0 0.0 0.0 4.0
|
|
0.0 1.0 0.0 4.0 1.0 1.0 0.0 4.0
|
|
|
|
[sampler 0]
|
|
filter linear linear linear
|
|
address clamp clamp clamp
|
|
|
|
[pixel shader todo(sm<4)]
|
|
Texture2D tex;
|
|
sampler sam;
|
|
float a;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
if (a < 4)
|
|
return tex.Sample(sam, float2(0, 0));
|
|
return float4(1, 2, 3, 4);
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float -2
|
|
todo(sm<4 | glsl) draw quad
|
|
probe all rgba (0.0, 0.0, 0.0, 4.0)
|
|
uniform 0 float 4
|
|
todo(sm<4 | glsl) draw quad
|
|
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
|
|
|
|
|
[pixel shader todo(sm<4)]
|
|
Texture2D tex;
|
|
sampler sam;
|
|
float a;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
if (a >= 2)
|
|
return tex.Sample(sam, float2(0, 0));
|
|
else if (a >= 1)
|
|
return tex.Sample(sam, float2(1, 0));
|
|
else
|
|
return tex.Sample(sam, float2(1, 1));
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float 2
|
|
todo(sm<4 | glsl) draw quad
|
|
probe all rgba (0.0, 0.0, 0.0, 4.0)
|
|
uniform 0 float 1
|
|
todo(sm<4 | glsl) draw quad
|
|
probe all rgba (1.0, 0.0, 0.0, 4.0)
|
|
uniform 0 float 0
|
|
todo(sm<4 | glsl) draw quad
|
|
probe all rgba (1.0, 1.0, 0.0, 4.0)
|