Partly to make the tests easier to navigate, and partly to allow marking some
tests as SM4+.
Signed-off-by: Zebediah Figura <zfigura(a)codeweavers.com>
---
Makefile.am | 12 +-
tests/arithmetic-float.shader_test | 25 ++
tests/arithmetic-int.shader_test | 25 ++
tests/arithmetic-uint.shader_test | 25 ++
tests/bitwise.shader_test | 129 ++++++++++
tests/hlsl-operations.shader_test | 367 -----------------------------
tests/logic-operations.shader_test | 158 +++++++++++++
7 files changed, 372 insertions(+), 369 deletions(-)
create mode 100644 tests/arithmetic-float.shader_test
create mode 100644 tests/arithmetic-int.shader_test
create mode 100644 tests/arithmetic-uint.shader_test
create mode 100644 tests/bitwise.shader_test
delete mode 100644 tests/hlsl-operations.shader_test
create mode 100644 tests/logic-operations.shader_test
diff --git a/Makefile.am b/Makefile.am
index d4402910c..79aacfcd6 100644
--- a/Makefile.am
+++ b/Makefile.am
@@ -52,6 +52,10 @@ vkd3d_cross_tests = \
vkd3d_shader_tests = \
tests/abs.shader_test \
+ tests/arithmetic-float.shader_test \
+ tests/arithmetic-int.shader_test \
+ tests/arithmetic-uint.shader_test \
+ tests/bitwise.shader_test \
tests/cast-to-float.shader_test \
tests/cast-to-half.shader_test \
tests/cast-to-int.shader_test \
@@ -85,7 +89,6 @@ 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 \
@@ -97,6 +100,7 @@ vkd3d_shader_tests = \
tests/hlsl-struct-semantics.shader_test \
tests/hlsl-vector-indexing.shader_test \
tests/hlsl-vector-indexing-uniform.shader_test \
+ tests/logic-operations.shader_test \
tests/math.shader_test \
tests/pow.shader_test \
tests/preproc-if.shader_test \
@@ -309,6 +313,10 @@ tests_vkd3d_api_LDADD = libvkd3d.la @VULKAN_LIBS@
tests_vkd3d_shader_api_LDADD = libvkd3d-shader.la
SHADER_TEST_LOG_COMPILER = tests/shader_runner
XFAIL_TESTS = \
+ tests/arithmetic-float.shader_test \
+ tests/arithmetic-int.shader_test \
+ tests/arithmetic-uint.shader_test \
+ tests/bitwise.shader_test \
tests/cast-to-float.shader_test \
tests/cast-to-half.shader_test \
tests/cast-to-int.shader_test \
@@ -334,7 +342,6 @@ 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 \
@@ -342,6 +349,7 @@ XFAIL_TESTS = \
tests/hlsl-storage-qualifiers.shader_test \
tests/hlsl-vector-indexing.shader_test \
tests/hlsl-vector-indexing-uniform.shader_test \
+ tests/logic-operations.shader_test \
tests/max.shader_test \
tests/sampler-offset.shader_test \
tests/trigonometry.shader_test
diff --git a/tests/arithmetic-float.shader_test b/tests/arithmetic-float.shader_test
new file mode 100644
index 000000000..dcda1bcf8
--- /dev/null
+++ b/tests/arithmetic-float.shader_test
@@ -0,0 +1,25 @@
+[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)
diff --git a/tests/arithmetic-int.shader_test b/tests/arithmetic-int.shader_test
new file mode 100644
index 000000000..959f94033
--- /dev/null
+++ b/tests/arithmetic-int.shader_test
@@ -0,0 +1,25 @@
+[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)
diff --git a/tests/arithmetic-uint.shader_test b/tests/arithmetic-uint.shader_test
new file mode 100644
index 000000000..d73947f9f
--- /dev/null
+++ b/tests/arithmetic-uint.shader_test
@@ -0,0 +1,25 @@
+[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)
diff --git a/tests/bitwise.shader_test b/tests/bitwise.shader_test
new file mode 100644
index 000000000..679cf9cd9
--- /dev/null
+++ b/tests/bitwise.shader_test
@@ -0,0 +1,129 @@
+[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, 1.0, 1.0, 0.0)
+
+[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, 1.0, 1.0, 0.0)
diff --git a/tests/hlsl-operations.shader_test b/tests/hlsl-operations.shader_test
deleted file mode 100644
index 09846b18f..000000000
--- a/tests/hlsl-operations.shader_test
+++ /dev/null
@@ -1,367 +0,0 @@
-
-[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 (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)
diff --git a/tests/logic-operations.shader_test b/tests/logic-operations.shader_test
new file mode 100644
index 000000000..360ca03b3
--- /dev/null
+++ b/tests/logic-operations.shader_test
@@ -0,0 +1,158 @@
+[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 (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 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
+{
+ 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 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)
--
2.35.1