On Tue, Aug 31, 2021 at 4:47 PM Giovanni Mascellani <gmascellani(a)codeweavers.com> wrote:
Signed-off-by: Giovanni Mascellani <gmascellani(a)codeweavers.com> --- Makefile.am | 2 + tests/hlsl-shape.shader_test | 121 +++++++++++++++++++++++++++++++++++ 2 files changed, 123 insertions(+) create mode 100644 tests/hlsl-shape.shader_test
I agree with Zeb about starting to work towards eventually making these tests ps_2_0-compatible. At any rate, interesting results...
diff --git a/Makefile.am b/Makefile.am index 3de58991..8dbbefc7 100644 --- a/Makefile.am +++ b/Makefile.am @@ -65,6 +65,7 @@ vkd3d_shader_tests = \ tests/hlsl-nested-arrays.shader_test \ tests/hlsl-return-implicit-conversion.shader_test \ tests/hlsl-return-void.shader_test \ + tests/hlsl-shape.shader_test \ tests/hlsl-static-initializer.shader_test \ tests/hlsl-storage-qualifiers.shader_test \ tests/hlsl-struct-assignment.shader_test \ @@ -273,6 +274,7 @@ XFAIL_TESTS = \ tests/hlsl-nested-arrays.shader_test \ tests/hlsl-return-implicit-conversion.shader_test \ tests/hlsl-return-void.shader_test \ + tests/hlsl-shape.shader_test \ tests/hlsl-static-initializer.shader_test \ tests/hlsl-storage-qualifiers.shader_test \ tests/hlsl-vector-indexing.shader_test \ diff --git a/tests/hlsl-shape.shader_test b/tests/hlsl-shape.shader_test new file mode 100644 index 00000000..0d488da4 --- /dev/null +++ b/tests/hlsl-shape.shader_test @@ -0,0 +1,121 @@ +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + /* Scalar and scalar */ + float x = 1.0; + float y = 2.0; + if (pos.x == 0.5) + return float4(x + y, 0.0, 0.0, 0.0); + + /* Vector and vector */ + float1 v1 = float1(1.0); + float2 v2 = float2(2.0, 3.0); + float4 v4 = float4(4.0, 5.0, 6.0, 7.0); + if (pos.x == 10.5) + return float4(v1 + v2, 0.0, 0.0); + if (pos.x == 11.5) + return float4(v1 + v4); + if (pos.x == 12.5) + return float4(v2 + v4, 0.0, 0.0);
This is actual madness...
+ /* Scalar and vector */ + if (pos.x == 20.5) + return float4(x + v1, v1 + x, 0.0, 0.0); + if (pos.x == 21.5) + return float4(v4 + x); + if (pos.x == 22.5) + return float4(x + v4); + + /* Matrix and matrix */ + float1x4 m14 = float1x4(1.0, 2.0, 3.0, 4.0); + float4x1 m41 = float4x1(5.0, 6.0, 7.0, 8.0); + float2x2 m22 = float2x2(9.0, 10.0, 11.0, 12.0); + float2x3 m23 = float2x3(13.0, 14.0, 15.0, + 16.0, 17.0, 18.0); + float4x4 m44 = float4x4(35.0, 36.0, 37.0, 38.0, + 39.0, 40.0, 41.0, 42.0, + 43.0, 44.0, 45.0, 46.0, + 47.0, 48.0, 49.0, 50.0); + if (pos.x == 30.5) + return float4(m22 + m23); + if (pos.x == 31.5) + return float4(m23 + m22); + if (pos.x == 32.5) + return float4(m14 + m44); + if (pos.x == 33.5) + return float4(m44 + m14); + if (pos.x == 34.5) + return float4(m41 + m44); + if (pos.x == 35.5) + return float4(m44 + m41); + if (pos.x == 36.5) + return float4((m44 + m23)[0], 0.0); + if (pos.x == 37.5) + return float4((m44 + m23)[1], 0.0);
And this isn't much better. The upside is that if (when) we find some game that happens to depend on some weird corner case of the expression promotion / conversion rules that we will inevitably miss, it should be pretty easy to figure out and fix.