Module: vkd3d Branch: master Commit: d49c84dc6f8ec534d61d08ea38bd3c0a32d38892 URL: https://source.winehq.org/git/vkd3d.git/?a=commit;h=d49c84dc6f8ec534d61d08ea...
Author: Giovanni Mascellani gmascellani@codeweavers.com Date: Fri Feb 11 21:04:05 2022 +0100
tests: Test a number of simple HLSL operations.
Signed-off-by: Giovanni Mascellani gmascellani@codeweavers.com Signed-off-by: Zebediah Figura zfigura@codeweavers.com Signed-off-by: Francisco Casas fcasas@codeweavers.com Signed-off-by: Matteo Bruni mbruni@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
Makefile.am | 2 + tests/hlsl-operations.shader_test | 367 ++++++++++++++++++++++++++++++++++++++ 2 files changed, 369 insertions(+)
diff --git a/Makefile.am b/Makefile.am index 687b624..491537f 100644 --- a/Makefile.am +++ b/Makefile.am @@ -83,6 +83,7 @@ vkd3d_shader_tests = \ tests/hlsl-nested-arrays.shader_test \ tests/hlsl-numeric-constructor-truncation.shader_test \ tests/hlsl-numeric-types.shader_test \ + tests/hlsl-operations.shader_test \ tests/hlsl-return-implicit-conversion.shader_test \ tests/hlsl-return-void.shader_test \ tests/hlsl-shape.shader_test \ @@ -324,6 +325,7 @@ XFAIL_TESTS = \ tests/hlsl-nested-arrays.shader_test \ tests/hlsl-numeric-constructor-truncation.shader_test \ tests/hlsl-numeric-types.shader_test \ + tests/hlsl-operations.shader_test \ tests/hlsl-return-implicit-conversion.shader_test \ tests/hlsl-return-void.shader_test \ tests/hlsl-shape.shader_test \ diff --git a/tests/hlsl-operations.shader_test b/tests/hlsl-operations.shader_test new file mode 100644 index 0000000..09846b1 --- /dev/null +++ b/tests/hlsl-operations.shader_test @@ -0,0 +1,367 @@ + +[pixel shader] +float4 main() : SV_TARGET +{ + float x = 5.0; + float y = 15.0; + + return float4(x + y, x - y, x * y, x / y); +} + +[test] +draw quad +probe all rgba (20.0, -10.0, 75.0, 0.33333333) + +[pixel shader] +float4 main() : SV_TARGET +{ + float x = 5.0; + float y = 15.0; + + return float4(x % y, +x, -x, y / x); +} + +[test] +draw quad +probe all rgba (5.0, 5.0, -5.0, 3.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + float x = 5.0; + float y = 15.0; + + return float4(x == y, x != y, x < y, x <= y); +} + +[test] +draw quad +probe all rgba (0.0, 1.0, 1.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + float x = 5.0; + float y = 15.0; + float zero = 0.0; + + return float4(x > y, x >= y, !x, !zero); +} + +[test] +draw quad +probe all rgba (0.0, 0.0, 0.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + float zero = 0.0; + float one = 1.0; + + return float4(zero && zero, zero && one, one && zero, one && one); +} + +[test] +draw quad +probe all rgba (0.0, 0.0, 0.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + float zero = 0.0; + float one = 1.0; + + return float4(zero || zero, zero || one, one || zero, one || one); +} + +[test] +draw quad +probe all rgba (0.0, 1.0, 1.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + int x = 5; + int y = 15; + + return float4(x + y, x - y, x * y, x / y); +} + +[test] +draw quad +probe all rgba (20.0, -10.0, 75.0, 0.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + int x = 5; + int y = 15; + + return float4(x % y, +x, -x, y / x); +} + +[test] +draw quad +probe all rgba (5.0, 5.0, -5.0, 3.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + int x = 5; + int y = 15; + + return float4(x == y, x != y, x < y, x <= y); +} + +[test] +draw quad +probe all rgba (0.0, 1.0, 1.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + int x = 5; + int y = 15; + int zero = 0; + + return float4(x > y, x >= y, !x, !zero); +} + +[test] +draw quad +probe all rgba (0.0, 0.0, 0.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + int x = 5; + int y = 15; + + return float4(x >> y, y >> x, x << y, y << x); +} + +[test] +draw quad +probe all rgba (0.0, 0.0, 163840.0, 480.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + int x = 5; + int y = 15; + + return float4(x & y, x | y, x ^ y, ~x); +} + +[test] +draw quad +probe all rgba (5.0, 15.0, 10.0, -6.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + int zero = 0; + int one = 1; + + return float4(zero && zero, zero && one, one && zero, one && one); +} + +[test] +draw quad +probe all rgba (0.0, 0.0, 0.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + int zero = 0; + int one = 1; + + return float4(zero || zero, zero || one, one || zero, one || one); +} + +[test] +draw quad +probe all rgba (0.0, 1.0, 1.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + int zero = 0; + int one = 1; + + return float4(zero & zero, zero & one, one & zero, one & one); +} + +[test] +draw quad +probe all rgba (0.0, 0.0, 0.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + int zero = 0; + int one = 1; + + return float4(zero | zero, zero | one, one | zero, one | one); +} + +[test] +draw quad +probe all rgba (0.0, 1.0, 1.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + int zero = 0; + int one = 1; + + return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one); +} + +[test] +draw quad +probe all rgba (0.0, 1.0, 1.0, 0.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + uint x = 5; + uint y = 15; + + return float4(x + y, x - y, x * y, x / y); +} + +[test] +draw quad +probe all rgba (20.0, 4294967296.0, 75.0, 0.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + uint x = 5; + uint y = 15; + + return float4(x % y, +x, -x, y / x); +} + +[test] +draw quad +probe all rgba (5.0, 5.0, 4294967296.0, 3.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + uint x = 5; + uint y = 15; + + return float4(x == y, x != y, x < y, x <= y); +} + +[test] +draw quad +probe all rgba (0.0, 1.0, 1.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + uint x = 5; + uint y = 15; + uint zero = 0; + + return float4(x > y, x >= y, !x, !zero); +} + +[test] +draw quad +probe all rgba (0.0, 0.0, 0.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + uint x = 5; + uint y = 15; + + return float4(x >> y, y >> x, x << y, y << x); +} + +[test] +draw quad +probe all rgba (0.0, 0.0, 163840.0, 480.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + uint x = 5; + uint y = 15; + + return float4(x & y, x | y, x ^ y, ~x); +} + +[test] +draw quad +probe all rgba (5.0, 15.0, 10.0, 4294967296.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + uint zero = 0; + uint one = 1; + + return float4(zero && zero, zero && one, one && zero, one && one); +} + +[test] +draw quad +probe all rgba (0.0, 0.0, 0.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + uint zero = 0; + uint one = 1; + + return float4(zero || zero, zero || one, one || zero, one || one); +} + +[test] +draw quad +probe all rgba (0.0, 1.0, 1.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + uint zero = 0; + uint one = 1; + + return float4(zero & zero, zero & one, one & zero, one & one); +} + +[test] +draw quad +probe all rgba (0.0, 0.0, 0.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + uint zero = 0; + uint one = 1; + + return float4(zero | zero, zero | one, one | zero, one | one); +} + +[test] +draw quad +probe all rgba (0.0, 1.0, 1.0, 1.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + uint zero = 0; + uint one = 1; + + return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one); +} + +[test] +draw quad +probe all rgba (0.0, 1.0, 1.0, 0.0)