vkd3d/tests/hlsl/object-references.shader_test
Conor McCarthy 57280673e5 tests/shader-runner: Test shaders with dxcompiler.
The location of dxcompiler should be set during configuration with
'DXCOMPILER_LIBS=-L/path/to/dxcompiler', and then at runtime with
LD_LIBRARY_PATH, WINEPATH or PATH as applicable.

A new 'fail(sm<6)' decoration is needed on many shader declarations
because dxcompiler succeeds on many shaders which fail with fxc. The
opposite case is less common and is flagged with 'fail(sm>=6)'. A few
tests cause dxcompiler to crash or hang, so these are avoided using
[require], which now skips tests until reset instead of exiting. Also,
'todo(sm<6)' and 'todo(sm>=6)' are used to separate checking of results.
2023-10-11 22:21:14 +02:00

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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
[texture 0]
size (1, 1)
0.77 0.77 0.77 0.77
[texture 1]
size (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]
todo(sm>=6) draw quad
probe all rgba (77.77, 77.77, 77.77, 77.77)
[texture 0]
size (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]
todo(sm>=6) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
probe (1, 0) rgba (0.5, 0.7, 0.6, 0.8)
probe (0, 1) rgba (0.6, 0.5, 0.2, 0.1)
probe (1, 1) rgba (0.8, 0.0, 0.7, 1.0)
[texture 0]
size (1, 1)
1.0 1.0 1.0 1.0
[texture 1]
size (1, 1)
2.0 2.0 2.0 1.0
[texture 2]
size (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(sm>=6) draw quad
probe all rgba (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]
todo(sm>=6) draw quad
probe all rgba (2132, 2132, 2132, 1111)
[pixel shader fail(sm<6)]
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<6)]
// Note: Only valid in shader model 5.1
Texture2D tex[3];
uniform int n;
float4 main() : sv_target
{
return tex[n].Load(0);
}
[pixel shader fail(sm<6)]
// Note: Only valid in shader model 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
todo(sm>=6) 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
[texture 0]
size (1, 1)
1.0 2.0 3.0 4.0
[pixel shader todo fail(sm>=6)]
struct apple {
Texture2D tex;
float4 fo : COLOR;
};
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)