vkd3d/tests/hlsl/discard.shader_test
Francisco Casas 19c23ca6f2 tests/shader_runner: Replace spaces with dashes in format names.
Probably good if we want to allow specifying several formats in the same
line, separated by spaces.

While at it, rename "r32g32 int" to "r32g32-sint".
2024-08-22 16:01:37 +02:00

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[pixel shader todo(sm<4)]
uniform float4 x;
float4 main() : sv_target
{
if (x.x == 9.0f)
discard;
return x;
}
[test]
uniform 0 float4 1 2 3 4
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (1, 2, 3, 4)
uniform 0 float4 9 8 7 6
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (1, 2, 3, 4)
[require]
shader model >= 3.0
% Check that derivatives are still computed after discarding
% other pixels in the same quad
[pixel shader todo(sm<4)]
float4 main(float4 pos : sv_position) : sv_target
{
if (frac((floor(pos.x) + floor(pos.y)) / 2) == 0.5)
discard;
return float4(ddx(pos.x), ddx(pos.y), ddy(pos.x), ddy(pos.y));
}
[test]
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (1, 0, 0, 1)
probe (1, 0) rgba (1, 2, 3, 4)
probe (0, 1) rgba (1, 2, 3, 4)
probe (1, 1) rgba (1, 0, 0, 1)
probe (2, 0) rgba (1, 0, 0, 1)
probe (3, 0) rgba (1, 2, 3, 4)
probe (2, 1) rgba (1, 2, 3, 4)
probe (3, 1) rgba (1, 0, 0, 1)
[require]
shader model >= 5.0
[uav 1]
format r32-float
size (2d, 2, 1)
0.0 0.0
% Check that side effects stop happening after discard
[pixel shader]
uniform float4 x;
RWTexture2D<float> y : register(u1);
float4 main(float4 pos : sv_position) : sv_target
{
if (pos.x == 0.5 && pos.y == 0.5)
y[uint2(0, 0)] += 1;
if (x.x == 9.0f)
discard;
if (pos.x == 0.5 && pos.y == 0.5)
y[uint2(1, 0)] += 1;
return x;
}
[test]
uniform 0 float4 1 2 3 4
todo(glsl) draw quad
probe (0, 0) rgba (1, 2, 3, 4)
probe uav 1 (0, 0) r (1.0)
probe uav 1 (1, 0) r (1.0)
uniform 0 float4 9 8 7 6
todo(glsl) draw quad
probe (0, 0) rgba (1, 2, 3, 4)
probe uav 1 (0, 0) r (2.0)
probe uav 1 (1, 0) r (1.0)