vkd3d/tests/hlsl/non-const-indexing.shader_test
Francisco Casas 9f515a9daa vkd3d-shader/hlsl: Lower non-constant array loads for SM1.
This is achieved by means of creating a variable storing zero,
loading every array element, comparing if the non-constant index
matches the index of that element at runtime, and in that case
store the corresponding element in the variable.

This seems to be the same strategy that the native compiler uses.
2024-08-08 23:30:39 +02:00

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[pixel shader]
uniform float4 f[3];
uniform float2 i;
float4 main() : sv_target
{
return f[i.x + i.y];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 0 0 0 0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
uniform 12 float4 1 0 0 0
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 12 float4 0 1 0 0
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 12 float4 1 1 0 0
todo(glsl) draw quad
probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)
[pixel shader]
uniform float i;
float4 main() : SV_TARGET
{
float4 arr = float4(11.0, 12.0, 13.0, 14.0);
return arr[i];
}
[test]
uniform 0 float 0
todo(glsl) draw quad
probe (0, 0) rgba (11.0, 11.0, 11.0, 11.0)
uniform 0 float 1
todo(glsl) draw quad
probe (0, 0) rgba (12.0, 12.0, 12.0, 12.0)
uniform 0 float 2
todo(glsl) draw quad
probe (0, 0) rgba (13.0, 13.0, 13.0, 13.0)
uniform 0 float 3
todo(glsl) draw quad
probe (0, 0) rgba (14.0, 14.0, 14.0, 14.0)
[pixel shader]
float i;
float4 main() : sv_target
{
float a[4] = {1, 2, 3, 4};
return a[i];
}
[test]
uniform 0 float 2.3
todo(glsl) draw quad
probe (0, 0) rgba (3, 3, 3, 3)
[pixel shader todo(sm<4)]
uniform float i;
float4 main() : SV_TARGET
{
int4 arr_i = int4(21, 22, 23, 24);
bool4 arr_b = bool4(true, false, true, false);
return float4(arr_i[i], arr_b[i], arr_i[3 - i], arr_b[3 - i]);
}
[test]
uniform 0 float 0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (21.0, 1.0, 24.0, 0.0)
uniform 0 float 1
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (22.0, 0.0, 23.0, 1.0)
uniform 0 float 2
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (23.0, 1.0, 22.0, 0.0)
uniform 0 float 3
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (24.0, 0.0, 21.0, 1.0)
[pixel shader]
uniform float2 i;
float4 main() : sv_target
{
float4 f[3] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12};
return f[i.x + i.y];
}
[test]
uniform 0 float4 0 0 0 0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
uniform 0 float4 1 0 0 0
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 0 float4 0 1 0 0
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 0 float4 1 1 0 0
todo(glsl) draw quad
probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)
[pixel shader]
float4 a;
float4 main() : sv_target
{
float4 arr[] = {10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120};
float4 tmp = float4(1, 2, 3, 4);
tmp.yz = arr[a.z].wx;
return tmp;
}
[test]
uniform 0 float4 0 0 2.4 0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 120.0, 90.0, 4.0)
[pixel shader]
float i, j;
float4 main() : sv_target
{
float arr[6][2] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11};
return arr[i][j];
}
[test]
if(sm<4) uniform 0 float 3
if(sm<4) uniform 4 float 1
if(sm>=4) uniform 0 float4 3 1 0 0
todo(glsl) draw quad
probe (0, 0) rgba (7, 7, 7, 7)
if(sm<4) uniform 0 float 5
if(sm<4) uniform 4 float 0
if(sm>=4) uniform 0 float4 5 0 0 0
todo(glsl) draw quad
probe (0, 0) rgba (10, 10, 10, 10)
[pixel shader]
float i, j;
float k;
float4 main() : sv_target
{
float4 arr[4][3] = {
0, 1, 2, 3,
10, 11, 12, 13,
20, 21, 22, 23,
30, 31, 32, 33,
40, 41, 42, 43,
50, 51, 52, 53,
60, 61, 62, 63,
70, 71, 72, 73,
80, 81, 82, 83,
90, 91, 92, 93,
100, 101, 102, 103,
110, 111, 112, 113,
};
return arr[i + k][j + k];
}
[test]
if(sm<4) uniform 0 float 2
if(sm<4) uniform 4 float 1
if(sm<4) uniform 8 float -1
if(sm>=4) uniform 0 float4 2 1 -1 0
todo(glsl) draw quad
probe (0, 0) rgba (30, 31, 32, 33)
if(sm<4) uniform 0 float 1
if(sm<4) uniform 4 float 0
if(sm<4) uniform 8 float 1
if(sm>=4) uniform 0 float4 1 0 1 0
todo(glsl) draw quad
probe (0, 0) rgba (70, 71, 72, 73)
[pixel shader]
float i, j;
float4 main() : sv_target
{
struct
{
float a;
float b[3];
} apples[4] = {42, 0, 1, 2, 42, 3, 4, 5, 42, 6, 7, 8, 42, 9, 10, 11};
return apples[i - 10].b[j - 10];
}
[test]
if(sm<4) uniform 0 float 11
if(sm<4) uniform 4 float 12
if(sm>=4) uniform 0 float4 11 12 0 0
todo(glsl) draw quad
probe (0, 0) rgba (5, 5, 5, 5)
if(sm<4) uniform 0 float 13
if(sm<4) uniform 4 float 10
if(sm>=4) uniform 0 float4 13 10 0 0
todo(glsl) draw quad
probe (0, 0) rgba (9, 9, 9, 9)
% SM1 doesn't support relative addressing if it is used in a l-value.
[require]
shader model >= 4.0
[pixel shader]
int i, j;
float4 main() : sv_target
{
float mut1[4] = {1, 2, 3, 4};
float mut2[4] = {5, 6, 7, 8};
mut1[i] = 100;
mut2[j] = mut1[j];
return float4(mut2[0], mut2[1], mut2[2], mut2[3]);
}
[test]
uniform 0 int 0
uniform 1 int 0
todo(glsl) draw quad
probe (0, 0) rgba (100, 6, 7, 8)
uniform 0 int 2
uniform 1 int 2
todo(glsl) draw quad
probe (0, 0) rgba (5, 6, 100, 8)
uniform 0 int 1
uniform 1 int 3
todo(glsl) draw quad
probe (0, 0) rgba (5, 6, 7, 4)
[pixel shader]
float a, b, c, d;
float e, f, g, h;
int i, j;
float4 main() : sv_target
{
float arr1[8] = {a, a, b, b, c, c, d, d};
float arr2[8] = {e, e, f, f, g, g, h, h};
arr1[i] = arr2[i];
arr2[j] = arr1[j];
return 1000 * float4(arr1[0], arr1[4], arr2[0], arr2[4])
+ 100 * float4(arr1[1], arr1[5], arr2[1], arr2[5])
+ 10 * float4(arr1[2], arr1[6], arr2[2], arr2[6])
+ 1 * float4(arr1[3], arr1[7], arr2[3], arr2[7]);
}
[test]
uniform 0 float4 1 2 3 4
uniform 4 float4 5 6 7 8
uniform 8 int 3
uniform 9 int 4
todo(glsl) draw quad
probe (0, 0) rgba (1126, 3344, 5566, 3788)
[pixel shader]
uint i, j;
float4 main() : sv_target
{
float mut1[4] = {1, 2, 3, 4};
/* dxc emits a pointer bitcast, which results in a VSIR MOV with mismatched data types. */
mut1[i] = asfloat(j);
return float4(mut1[0], mut1[1], mut1[2], mut1[3]);
}
[test]
uniform 0 uint 1
uniform 1 uint 0x40a00000
todo(glsl) draw quad
probe (0, 0) rgba (1, 5, 3, 4)
[require]
% reset requirements
[pixel shader]
uniform float4 f[4];
uniform uint4 u;
uniform uint4 v;
float4 main() : sv_target
{
float temp[4];
temp[0] = f[u.x].x;
temp[1] = f[u.y].x;
temp[2] = f[u.z].x;
temp[3] = f[u.w].x;
return float4(temp[v.x], temp[v.y], temp[v.z], temp[v.w]);
}
% FXC is incapable of compiling this correctly, but results differ for SM1-3 vs SM4-5.
[test]
uniform 0 float 1.0
uniform 4 float 2.0
uniform 8 float 3.0
uniform 12 float 4.0
uniform 16 uint4 3 1 0 2
uniform 20 uint4 0 3 1 2
todo(glsl) draw quad
if(sm<4) probe (0,0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm>=4 & sm<6) todo probe (0,0) rgba (4.0, 4.0, 4.0, 4.0)
if(sm>=6) probe (0,0) rgba (4.0, 3.0, 2.0, 1.0)