vkd3d/tests/hlsl/bitwise.shader_test
Nikolay Sivov 8ebccad3c9 vkd3d-shader/hlsl: Add constant folding for rshift.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:15:54 +02:00

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[require]
shader model >= 4.0
[pixel shader]
float4 main() : SV_TARGET
{
int x = 5;
int y = 15;
return float4(x >> y, y >> x, x << y, y << x);
}
[test]
draw quad
probe all rgba (0.0, 0.0, 163840.0, 480.0)
[pixel shader]
float4 main() : sv_target
{
int x = 1;
int y = -1;
int z = 34;
uint x2 = 1;
return float4(x << y, x << z, x2 << y, x2 << z);
}
[test]
draw quad
probe all rgba (-2147483648.0, 4.0, 2147483650.0, 4.0)
[pixel shader]
float4 main() : sv_target
{
int x = 2147483647;
int y = -1;
int z = 34;
uint x2 = 4294967295;
return float4(x >> y, x >> z, x2 >> y, x2 >> z);
}
[test]
draw quad
probe all rgba (0.0, 536870912.0, 1.0, 1073741824.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 5;
int y = 15;
return float4(x & y, x | y, x ^ y, ~x);
}
[test]
draw quad
probe all rgba (5.0, 15.0, 10.0, -6.0)
[pixel shader]
float4 main() : SV_TARGET
{
int zero = 0;
int one = 1;
return float4(zero & zero, zero & one, one & zero, one & one);
}
[test]
draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
int zero = 0;
int one = 1;
return float4(zero | zero, zero | one, one | zero, one | one);
}
[test]
draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
int zero = 0;
int one = 1;
return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
}
[test]
draw quad
probe all rgba (0.0, 1.0, 1.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint x = 5;
uint y = 15;
return float4(x >> y, y >> x, x << y, y << x);
}
[test]
draw quad
probe all rgba (0.0, 0.0, 163840.0, 480.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint x = 5;
uint y = 15;
return float4(x & y, x | y, x ^ y, ~x);
}
[test]
draw quad
probe all rgba (5.0, 15.0, 10.0, 4294967296.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint zero = 0;
uint one = 1;
return float4(zero & zero, zero & one, one & zero, one & one);
}
[test]
draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint zero = 0;
uint one = 1;
return float4(zero | zero, zero | one, one | zero, one | one);
}
[test]
draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
{
uint zero = 0;
uint one = 1;
return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
}
[test]
draw quad
probe all rgba (0.0, 1.0, 1.0, 0.0)