mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
1c73513425
At the current moment this is a little odd because for SM1 [test] directives are skipped, and the [shader] directives are not executed by the shader_runner_vulkan.c:compile_shader() but by the general shader_runner.c:compile_shader(). So in principle it is a little weird that we go through the vulkan runner. But fret not, because in the future we plan to make the parser agnostic to the language of the tests, so we will get rid of the general shader_runner.c:compile_shader() function and instead call a runner->compile_shader() function, defined for each runner. Granted, most of these may call a generic implementation that uses native compiler in Windows, and vkd3d-shader on Linux, but it would be more conceptually correct.
312 lines
4.6 KiB
Plaintext
312 lines
4.6 KiB
Plaintext
% Test early return from a user-defined function.
|
|
|
|
[pixel shader]
|
|
|
|
float func(out float o)
|
|
{
|
|
o = 0.1;
|
|
return 0.2;
|
|
o = 0.3;
|
|
return 0.4;
|
|
}
|
|
|
|
void func2(out float o)
|
|
{
|
|
o = 0.5;
|
|
return;
|
|
o = 0.6;
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float4 ret;
|
|
|
|
ret.z = 0.7;
|
|
ret.x = func(ret.y);
|
|
func2(ret.w);
|
|
ret.z = 0.8;
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
draw quad
|
|
probe all rgba (0.2, 0.1, 0.8, 0.5);
|
|
|
|
[pixel shader todo(sm<4)]
|
|
uniform float f;
|
|
|
|
float func(out float o)
|
|
{
|
|
o = 0.1;
|
|
if (f < 0.3)
|
|
{
|
|
return 0.2;
|
|
o = 0.3;
|
|
}
|
|
else if (f < 0.7)
|
|
{
|
|
o = 0.4;
|
|
return 0.5;
|
|
}
|
|
o = 0.6;
|
|
return 0.7;
|
|
}
|
|
|
|
float func2(out float o)
|
|
{
|
|
o = 0.1;
|
|
if (f < 0.5)
|
|
{
|
|
o = 0.2;
|
|
}
|
|
else
|
|
{
|
|
o = 0.4;
|
|
return 0.3;
|
|
}
|
|
return 0.5;
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float4 ret;
|
|
|
|
ret.x = func(ret.y);
|
|
ret.z = func2(ret.w);
|
|
ret += 0.1;
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float 0.1
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (0.3, 0.2, 0.6, 0.3) 1
|
|
uniform 0 float 0.4
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (0.6, 0.5, 0.6, 0.3) 1
|
|
uniform 0 float 0.6
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (0.6, 0.5, 0.4, 0.5) 1
|
|
uniform 0 float 0.8
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (0.8, 0.7, 0.4, 0.5) 1
|
|
|
|
[pixel shader todo(sm<4)]
|
|
uniform float f;
|
|
|
|
float func(out float o)
|
|
{
|
|
o = 0.1;
|
|
if (f < 0.3)
|
|
{
|
|
return 0.2;
|
|
}
|
|
o += 0.3;
|
|
if (f < 0.7)
|
|
{
|
|
return 0.5;
|
|
}
|
|
o += 0.5;
|
|
return 1.0;
|
|
}
|
|
|
|
float func2(out float o)
|
|
{
|
|
o = 0.1;
|
|
if (f < 0.7)
|
|
{
|
|
if (f < 0.3)
|
|
return 0.2;
|
|
o += 0.3;
|
|
}
|
|
o += 0.5;
|
|
return 1.0;
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float4 ret;
|
|
|
|
ret.x = func(ret.y);
|
|
ret.z = func2(ret.w);
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float 0.1
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (0.2, 0.1, 0.2, 0.1) 1
|
|
uniform 0 float 0.5
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (0.5, 0.4, 1.0, 0.9) 1
|
|
uniform 0 float 0.9
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (1.0, 0.9, 1.0, 0.6) 1
|
|
|
|
[pixel shader todo(sm<4)]
|
|
float func(out float o)
|
|
{
|
|
o = 0.1;
|
|
for (;;)
|
|
{
|
|
o *= 2;
|
|
return 0.3;
|
|
o *= 3;
|
|
}
|
|
o = 0;
|
|
return 0.4;
|
|
}
|
|
|
|
float func2(out float o)
|
|
{
|
|
o = 0.1;
|
|
for (;;)
|
|
{
|
|
if (o > 0.5)
|
|
return 0.2;
|
|
o *= 2;
|
|
}
|
|
o = 0;
|
|
return 0.3;
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float4 ret;
|
|
|
|
ret.x = func(ret.y);
|
|
ret.z = func2(ret.w);
|
|
ret += 0.1;
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.4, 0.3, 0.3, 0.9) 1
|
|
|
|
[pixel shader todo(sm<4)]
|
|
uniform float f;
|
|
|
|
float func(out float o)
|
|
{
|
|
int i;
|
|
|
|
o = 0.1;
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
if (o > f)
|
|
return 0.2;
|
|
o *= 2;
|
|
}
|
|
o = 0;
|
|
return 0.3;
|
|
}
|
|
|
|
float func2(out float o)
|
|
{
|
|
if (f < 0.5)
|
|
{
|
|
o = 0.1;
|
|
for (;;)
|
|
{
|
|
o *= 2;
|
|
return 0.2;
|
|
}
|
|
o *= 3;
|
|
return 0.3;
|
|
}
|
|
else
|
|
{
|
|
o = 0.4;
|
|
}
|
|
o = 0.5;
|
|
return 0.6;
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float4 ret;
|
|
|
|
ret.x = func(ret.y);
|
|
ret.z = func2(ret.w);
|
|
ret += 0.1;
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float 0.0
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (0.3, 0.2, 0.3, 0.3) 1
|
|
|
|
uniform 0 float 0.1
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (0.3, 0.3, 0.3, 0.3) 1
|
|
|
|
uniform 0 float 0.3
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (0.3, 0.5, 0.3, 0.3) 1
|
|
|
|
uniform 0 float 0.7
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (0.3, 0.9, 0.7, 0.6) 1
|
|
|
|
uniform 0 float 0.9
|
|
todo(sm<4 | sm>=6) draw quad
|
|
probe all rgba (0.4, 0.1, 0.7, 0.6) 1
|
|
|
|
[pixel shader todo(sm<4)]
|
|
|
|
uniform float4 f[3];
|
|
|
|
float func(out float o)
|
|
{
|
|
int i, j;
|
|
|
|
o = 0.1;
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
for (j = 0; j < 3; ++j)
|
|
{
|
|
if (o > f[j].x)
|
|
return 0.2;
|
|
}
|
|
o *= 2;
|
|
}
|
|
o = 0;
|
|
return 0.3;
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float4 ret;
|
|
|
|
ret.x = func(ret.y);
|
|
ret.zw = 0.5;
|
|
ret += 0.1;
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
|
|
uniform 0 float4 0.3 0.0 0.0 0.0
|
|
uniform 4 float4 0.0 0.0 0.0 0.0
|
|
uniform 8 float4 0.1 0.0 0.0 0.0
|
|
todo(sm<4 | sm>=6) draw quad
|
|
todo(sm>=6) probe all rgba (0.3, 0.2, 0.6, 0.6) 1
|
|
|
|
uniform 4 float4 0.35 0.0 0.0 0.0
|
|
todo(sm<4 | sm>=6) draw quad
|
|
todo(sm>=6) probe all rgba (0.3, 0.3, 0.6, 0.6) 1
|
|
|
|
uniform 8 float4 0.5 0.0 0.0 0.0
|
|
todo(sm<4 | sm>=6) draw quad
|
|
todo(sm>=6) probe all rgba (0.3, 0.5, 0.6, 0.6) 1
|
|
|
|
uniform 0 float4 1.0 0.0 0.0 0.0
|
|
todo(sm<4 | sm>=6) draw quad
|
|
todo(sm>=6) probe all rgba (0.3, 0.5, 0.6, 0.6) 1
|
|
|
|
uniform 4 float4 2.0 0.0 0.0 0.0
|
|
todo(sm<4 | sm>=6) draw quad
|
|
todo(sm>=6) probe all rgba (0.4, 0.1, 0.6, 0.6) 1
|