Signed-off-by: Giovanni Mascellani gmascellani@codeweavers.com --- v2: * Split to many individual tests --- Makefile.am | 2 + tests/hlsl-mul.shader_test | 290 +++++++++++++++++++++++++++++++++++++ 2 files changed, 292 insertions(+) create mode 100644 tests/hlsl-mul.shader_test
diff --git a/Makefile.am b/Makefile.am index 3b2e7d71..67225f91 100644 --- a/Makefile.am +++ b/Makefile.am @@ -72,6 +72,7 @@ vkd3d_shader_tests = \ tests/hlsl-invalid.shader_test \ tests/hlsl-majority-pragma.shader_test \ tests/hlsl-majority-typedef.shader_test \ + tests/hlsl-mul.shader_test \ tests/hlsl-nested-arrays.shader_test \ tests/hlsl-numeric-types.shader_test \ tests/hlsl-return-implicit-conversion.shader_test \ @@ -296,6 +297,7 @@ XFAIL_TESTS = \ tests/hlsl-intrinsic-override.shader_test \ tests/hlsl-majority-pragma.shader_test \ tests/hlsl-majority-typedef.shader_test \ + tests/hlsl-mul.shader_test \ tests/hlsl-nested-arrays.shader_test \ tests/hlsl-numeric-types.shader_test \ tests/hlsl-return-implicit-conversion.shader_test \ diff --git a/tests/hlsl-mul.shader_test b/tests/hlsl-mul.shader_test new file mode 100644 index 00000000..7b453187 --- /dev/null +++ b/tests/hlsl-mul.shader_test @@ -0,0 +1,290 @@ + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + float4 y = float4(1.0, 2.0, 3.0, 4.0); + + return mul(x, y); +} + +[test] +draw quad +probe all rgba (30.0, 70.0, 110.0, 150.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float4 x = float4(1.0, 2.0, 3.0, 4.0); + float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + + return mul(x, y); +} + +[test] +draw quad +probe all rgba (90.0, 100.0, 110.0, 120.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + float3 y = float3(1.0, 2.0, 3.0); + + return mul(x, y); +} + +[test] +draw quad +probe all rgba (14.0, 38.0, 62.0, 86.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float3 x = float3(1.0, 2.0, 3.0); + float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + + return mul(x, y); +} + +[test] +draw quad +probe all rgba (38.0, 44.0, 50.0, 56.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float3x3 x = float3x3(1.0, 2.0, 3.0, + 4.0, 5.0, 6.0, + 7.0, 8.0, 9.0); + float4 y = float4(1.0, 2.0, 3.0, 4.0); + + return float4(mul(x, y), 0.0); +} + +[test] +draw quad +probe all rgba (14.0, 32.0, 50.0, 0.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float4 x = float4(1.0, 2.0, 3.0, 4.0); + float3x3 y = float3x3(1.0, 2.0, 3.0, + 4.0, 5.0, 6.0, + 7.0, 8.0, 9.0); + + return float4(mul(x, y), 0.0); +} + +[test] +draw quad +probe all rgba (30.0, 36.0, 42.0, 0.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float x = 10.0; + float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + + return mul(x, y)[1]; +} + +[test] +draw quad +probe all rgba (50.0, 60.0, 70.0, 80.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + float y = 10.0; + + return mul(x, y)[1]; +} + +[test] +draw quad +probe all rgba (50.0, 60.0, 70.0, 80.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float1 x = float1(10.0); + float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + + return mul(x, y); +} + +[test] +draw quad +probe all rgba (10.0, 20.0, 30.0, 40.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + float1 y = float1(10.0); + + return mul(x, y); +} + +[test] +draw quad +probe all rgba (10.0, 50.0, 90.0, 130.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float1x1 x = float1x1(10.0); + float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + + return mul(x, y); +} + +[test] +draw quad +probe all rgba (10.0, 20.0, 30.0, 40.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + float1x1 y = float1x1(10.0); + + return mul(x, y); +} + +[test] +draw quad +probe all rgba (10.0, 50.0, 90.0, 130.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0); + float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + + return mul(x, y); +} + +[test] +draw quad +probe all rgba (90.0, 100.0, 110.0, 120.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0); + + return mul(x, y)[1]; +} + +[test] +draw quad +probe all rgba (5.0, 10.0, 15.0, 20.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0); + float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + + return mul(x, y)[1]; +} + +[test] +draw quad +probe all rgba (2.0, 4.0, 6.0, 8.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0); + + return mul(x, y); +} + +[test] +draw quad +probe all rgba (30.0, 70.0, 110.0, 150.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float3x3 x = float3x3(1.0, 2.0, 3.0, + 4.0, 5.0, 6.0, + 7.0, 8.0, 9.0); + float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + + return mul(x, y)[1]; +} + +[test] +draw quad +probe all rgba (83.0, 98.0, 113.0, 128.0) + +[pixel shader] +float4 main(float4 pos : sv_position) : sv_target +{ + float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, + 5.0, 6.0, 7.0, 8.0, + 9.0, 10.0, 11.0, 12.0, + 13.0, 14.0, 15.0, 16.0); + float3x3 y = float3x3(1.0, 2.0, 3.0, + 4.0, 5.0, 6.0, + 7.0, 8.0, 9.0); + + return float4(mul(x, y)[1], 0.0); +} + +[test] +draw quad +probe all rgba (78.0, 96.0, 114.0, 0.0)