From: Francisco Casas fcasas@codeweavers.com
--- tests/hlsl/any.shader_test | 4 ++-- .../hlsl/arithmetic-float-uniform.shader_test | 8 +++---- tests/hlsl/arithmetic-int-uniform.shader_test | 16 +++++++------- tests/hlsl/arithmetic-int.shader_test | 2 ++ tests/hlsl/combined-samplers.shader_test | 4 ++-- tests/hlsl/conditional.shader_test | 8 +++---- tests/hlsl/ddxddy.shader_test | 2 +- tests/hlsl/discard.shader_test | 2 +- tests/hlsl/distance.shader_test | 2 +- tests/hlsl/expr-indexing.shader_test | 6 +++--- tests/hlsl/floor.shader_test | 2 +- tests/hlsl/fmod.shader_test | 4 ++-- tests/hlsl/for.shader_test | 4 ++-- tests/hlsl/function-return.shader_test | 12 ++++------- tests/hlsl/fwidth.shader_test | 2 +- tests/hlsl/half.shader_test | 2 +- tests/hlsl/lit.shader_test | 4 ++-- tests/hlsl/loop.shader_test | 14 ++++++------- tests/hlsl/matrix-indexing.shader_test | 2 +- tests/hlsl/non-const-indexing.shader_test | 4 ++-- tests/hlsl/return.shader_test | 21 +++++++------------ tests/hlsl/round.shader_test | 4 ++-- tests/hlsl/sample-bias.shader_test | 2 +- tests/hlsl/sample-level.shader_test | 2 +- tests/hlsl/sampler.shader_test | 4 ++-- tests/hlsl/saturate.shader_test | 2 +- tests/hlsl/sign.shader_test | 12 +++++------ tests/hlsl/smoothstep.shader_test | 2 +- tests/hlsl/static-initializer.shader_test | 5 +++-- tests/hlsl/step.shader_test | 2 +- tests/hlsl/trigonometry.shader_test | 8 +++---- tests/hlsl/trunc.shader_test | 4 ++-- .../hlsl/vector-indexing-uniform.shader_test | 2 +- tests/shader_runner.c | 6 +++--- 34 files changed, 86 insertions(+), 94 deletions(-)
diff --git a/tests/hlsl/any.shader_test b/tests/hlsl/any.shader_test index f2298d3a3..27a16a50d 100644 --- a/tests/hlsl/any.shader_test +++ b/tests/hlsl/any.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +[pixel shader todo(sm<4)] uniform float4 f;
float4 main() : sv_target @@ -29,7 +29,7 @@ uniform 0 float4 -1.0 -1.0 -1.0 -1.0 draw quad probe all rgba (1.0, 1.0, 1.0, 1.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float f;
float4 main() : sv_target diff --git a/tests/hlsl/arithmetic-float-uniform.shader_test b/tests/hlsl/arithmetic-float-uniform.shader_test index 4812d053a..61d369497 100644 --- a/tests/hlsl/arithmetic-float-uniform.shader_test +++ b/tests/hlsl/arithmetic-float-uniform.shader_test @@ -13,7 +13,7 @@ uniform 0 float4 5.0 15.0 0.0 0.0 draw quad probe all rgba (20.0, -10.0, 75.0, 0.33333333) 1
-[pixel shader] +[pixel shader todo(sm<4)] uniform float2 a;
float4 main() : SV_TARGET @@ -28,7 +28,7 @@ uniform 0 float4 5.0 15.0 0.0 0.0 draw quad probe all rgba (5.0, 5.0, -5.0, 3.0) 1
-[pixel shader] +[pixel shader todo(sm<4)] uniform float2 a;
float4 main() : SV_TARGET @@ -43,7 +43,7 @@ uniform 0 float4 42.0 5.0 0.0 0.0 draw quad probe all rgba (2.0, -2.0, 2.0, -2.0) 16
-[pixel shader] +[pixel shader todo(sm<4)] uniform float2 a;
float4 main() : SV_TARGET @@ -58,7 +58,7 @@ uniform 0 float4 45.0 5.0 0.0 0.0 draw quad probe all rgba (0.0, 0.0, 0.0, 0.0)
-[pixel shader] +[pixel shader todo(sm<4)] float4 x, y;
float4 main() : sv_target diff --git a/tests/hlsl/arithmetic-int-uniform.shader_test b/tests/hlsl/arithmetic-int-uniform.shader_test index 7f5cdaaa6..d66efee62 100644 --- a/tests/hlsl/arithmetic-int-uniform.shader_test +++ b/tests/hlsl/arithmetic-int-uniform.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +[pixel shader todo(sm<4)] uniform float2 a;
float4 main() : SV_TARGET @@ -13,7 +13,7 @@ uniform 0 float4 5.0 16.0 0.0 0.0 draw quad probe all rgba (21.0, -11.0, 80.0, 0.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float2 a;
float4 main() : SV_TARGET @@ -28,7 +28,7 @@ uniform 0 float4 5.0 16.0 0.0 0.0 draw quad probe all rgba (5.0, 5.0, -5.0, 3.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float2 a;
float4 main() : SV_TARGET @@ -43,7 +43,7 @@ uniform 0 float4 42.0 5.0 0.0 0.0 draw quad probe all rgba (8.0, -8.0, -8.0, 8.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float2 a;
float4 main() : SV_TARGET @@ -58,7 +58,7 @@ uniform 0 float4 42.0 5.0 0.0 0.0 draw quad probe all rgba (2.0, -2.0, 2.0, -2.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float2 a;
float4 main() : SV_TARGET @@ -73,7 +73,7 @@ uniform 0 float4 45.0 5.0 0.0 0.0 draw quad probe all rgba (9.0, -9.0, -9.0, 9.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float2 a;
float4 main() : SV_TARGET @@ -88,7 +88,7 @@ uniform 0 float4 45.0 5.0 0.0 0.0 draw quad probe all rgba (0.0, 0.0, 0.0, 0.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 a;
float4 main() : SV_TARGET @@ -101,7 +101,7 @@ uniform 0 float4 5.0 -7.0 0.0 -10.0 todo(sm>=6) draw quad probe all rgba (5.0, 7.0, 0.0, 10.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 a; uniform float4 b;
diff --git a/tests/hlsl/arithmetic-int.shader_test b/tests/hlsl/arithmetic-int.shader_test index f2044c42c..46b641811 100644 --- a/tests/hlsl/arithmetic-int.shader_test +++ b/tests/hlsl/arithmetic-int.shader_test @@ -77,6 +77,7 @@ draw quad probe all rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)] +// On SM1 this gives hr 0x88760b59. float4 main() : SV_TARGET { int x = 1; @@ -90,6 +91,7 @@ draw quad probe all rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)] +// On SM1 this gives hr 0x88760b59. float4 main() : SV_TARGET { int x = 1; diff --git a/tests/hlsl/combined-samplers.shader_test b/tests/hlsl/combined-samplers.shader_test index 235537594..4d743aecf 100644 --- a/tests/hlsl/combined-samplers.shader_test +++ b/tests/hlsl/combined-samplers.shader_test @@ -64,7 +64,7 @@ draw quad probe all rgba (10, 10, 10, 11)
-[pixel shader] +[pixel shader todo(sm<4)] Texture2D tex; sampler sam[2];
@@ -111,7 +111,7 @@ probe all rgba (104, 104, 104, 111)
% Sampler arrays with components that have different usage dimensions are only forbidden in SM4 upwards. % However, tex2D and tex1D are considered the same dimension for these purposes. -[pixel shader fail] +[pixel shader fail(sm>=4)] sampler sam[2];
float4 main() : sv_target diff --git a/tests/hlsl/conditional.shader_test b/tests/hlsl/conditional.shader_test index 0a927a8fa..ec384b6c6 100644 --- a/tests/hlsl/conditional.shader_test +++ b/tests/hlsl/conditional.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target @@ -17,7 +17,7 @@ uniform 0 float4 0.1 0.0 0.0 0.0 draw quad probe all rgba (0.1, 0.2, 0.3, 0.4)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target @@ -29,7 +29,7 @@ float4 main() : sv_target return float4(0.9, 0.8, 0.7, 0.6); }
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target @@ -74,7 +74,7 @@ float main() : sv_target [require] shader model >= 3.0
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target diff --git a/tests/hlsl/ddxddy.shader_test b/tests/hlsl/ddxddy.shader_test index ba7215ca0..e31456cb4 100644 --- a/tests/hlsl/ddxddy.shader_test +++ b/tests/hlsl/ddxddy.shader_test @@ -12,7 +12,7 @@ todo(sm>=6) draw quad probe all rgba (1.0, 1.0, 0.0, 0.0)
-[pixel shader] +[pixel shader todo(sm<4)] float4 main(float4 pos : sv_position) : sv_target { // Shader models < 4 don't add 0.5 to sv_position, so this adjustment is required to get the diff --git a/tests/hlsl/discard.shader_test b/tests/hlsl/discard.shader_test index cecb8c1fd..956cfe574 100644 --- a/tests/hlsl/discard.shader_test +++ b/tests/hlsl/discard.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +[pixel shader todo(sm<4)] uniform float4 x;
float4 main() : sv_target diff --git a/tests/hlsl/distance.shader_test b/tests/hlsl/distance.shader_test index 6527c218a..b4022aa5d 100644 --- a/tests/hlsl/distance.shader_test +++ b/tests/hlsl/distance.shader_test @@ -13,7 +13,7 @@ uniform 4 float4 2.0 -1.0 4.0 5.0 todo(sm>=6) draw quad probe all rgba (7.483983, 7.483983, 7.483983, 7.483983) 1
-[pixel shader] +[pixel shader todo(sm<4)] uniform int4 x; uniform int4 y;
diff --git a/tests/hlsl/expr-indexing.shader_test b/tests/hlsl/expr-indexing.shader_test index c11fa6540..6e314f070 100644 --- a/tests/hlsl/expr-indexing.shader_test +++ b/tests/hlsl/expr-indexing.shader_test @@ -13,7 +13,7 @@ draw quad probe all rgba (8.0, 8.0, 8.0, 8.0)
-[pixel shader] +[pixel shader todo(sm<4)] float4 a, b; float i;
@@ -44,7 +44,7 @@ draw quad probe all rgba (3.0, 3.0, 3.0, 3.0)
-[pixel shader] +[pixel shader todo(sm<4)] float4 a; float i;
@@ -82,7 +82,7 @@ draw quad probe all rgba (4.0, 4.0, 4.0, 4.0)
-[pixel shader] +[pixel shader todo(sm<4)] float4 a; float i;
diff --git a/tests/hlsl/floor.shader_test b/tests/hlsl/floor.shader_test index e6562c4aa..9bc099e0a 100644 --- a/tests/hlsl/floor.shader_test +++ b/tests/hlsl/floor.shader_test @@ -21,7 +21,7 @@ uniform 0 float4 -0.5 6.5 7.5 3.4 todo(sm>=6) draw quad probe all rgba (-1.0, 6.0, 7.0, 3.0) 4
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target diff --git a/tests/hlsl/fmod.shader_test b/tests/hlsl/fmod.shader_test index 05518c7cd..70e993899 100644 --- a/tests/hlsl/fmod.shader_test +++ b/tests/hlsl/fmod.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target @@ -14,7 +14,7 @@ uniform 0 float4 1.1 0.3 0.0 0.0 todo(sm>=6) draw quad probe all rgba (0.2, 0.0, 0.0, 0.0) 4
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target diff --git a/tests/hlsl/for.shader_test b/tests/hlsl/for.shader_test index 1392118b3..e30e083f3 100644 --- a/tests/hlsl/for.shader_test +++ b/tests/hlsl/for.shader_test @@ -4,7 +4,7 @@ void main(out float tex : texcoord, inout float4 pos : sv_position) tex = pos.x; }
-[pixel shader] +[pixel shader todo(sm<4)] float4 main(float tex : texcoord) : sv_target { int i; @@ -27,7 +27,7 @@ probe ( 0, 0, 159, 480) rgba (10.0, 35.0, 0.0, 0.0) probe (161, 0, 479, 480) rgba (10.0, 38.0, 0.0, 0.0) probe (481, 0, 640, 480) rgba ( 5.0, 10.0, 0.0, 0.0)
-[pixel shader] +[pixel shader todo(sm<4)] float4 main(float tex : texcoord) : sv_target { int i; diff --git a/tests/hlsl/function-return.shader_test b/tests/hlsl/function-return.shader_test index be997d0c3..038fb8d4f 100644 --- a/tests/hlsl/function-return.shader_test +++ b/tests/hlsl/function-return.shader_test @@ -32,8 +32,7 @@ float4 main() : sv_target draw quad probe all rgba (0.2, 0.1, 0.8, 0.5);
-[pixel shader] - +[pixel shader todo(sm<4)] uniform float f;
float func(out float o) @@ -92,8 +91,7 @@ uniform 0 float 0.8 todo(sm>=6) draw quad probe all rgba (0.8, 0.7, 0.4, 0.5) 1
-[pixel shader] - +[pixel shader todo(sm<4)] uniform float f;
float func(out float o) @@ -145,8 +143,7 @@ uniform 0 float 0.9 todo(sm>=6) draw quad probe all rgba (1.0, 0.9, 1.0, 0.6) 1
-[pixel shader] - +[pixel shader todo(sm<4)] float func(out float o) { o = 0.1; @@ -187,8 +184,7 @@ float4 main() : sv_target draw quad probe all rgba (0.4, 0.3, 0.3, 0.9) 1
-[pixel shader] - +[pixel shader todo(sm<4)] uniform float f;
float func(out float o) diff --git a/tests/hlsl/fwidth.shader_test b/tests/hlsl/fwidth.shader_test index d4c20f4e0..04b47222e 100644 --- a/tests/hlsl/fwidth.shader_test +++ b/tests/hlsl/fwidth.shader_test @@ -1,7 +1,7 @@ [require] shader model >= 3.0
-[pixel shader] +[pixel shader todo(sm<4)] float4 main(float4 pos : sv_position) : sv_target { // Shader models < 4 don't add 0.5 to sv_position, so this adjustment is required to get the diff --git a/tests/hlsl/half.shader_test b/tests/hlsl/half.shader_test index fe7074e45..2497ac36a 100644 --- a/tests/hlsl/half.shader_test +++ b/tests/hlsl/half.shader_test @@ -9,7 +9,7 @@ float4 main() : sv_target [require] options: backcompat
-[pixel shader] +[pixel shader todo(sm<4)] uniform half h;
float4 main() : sv_target diff --git a/tests/hlsl/lit.shader_test b/tests/hlsl/lit.shader_test index 5014c1ed0..0802c2718 100644 --- a/tests/hlsl/lit.shader_test +++ b/tests/hlsl/lit.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target @@ -21,7 +21,7 @@ uniform 0 float4 1.2 2.0 3.0 0.0 todo(sm>=6) draw quad probe all rgba (1.0, 1.2, 8.0, 1.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target diff --git a/tests/hlsl/loop.shader_test b/tests/hlsl/loop.shader_test index 35a303595..9c142c1c3 100644 --- a/tests/hlsl/loop.shader_test +++ b/tests/hlsl/loop.shader_test @@ -1,6 +1,6 @@ % TODO: dxcompiler emits no loops for any of these test shaders.
-[pixel shader] +[pixel shader todo(sm<4)] float a;
float4 main() : sv_target @@ -22,7 +22,7 @@ draw quad probe all rgba (50.0, 50.0, 50.0, 50.0)
-[pixel shader] +[pixel shader todo(sm<4)] float a;
float4 main() : sv_target @@ -44,7 +44,7 @@ uniform 0 float 4.0 draw quad probe all rgba (20.0, 20.0, 20.0, 20.0)
-[pixel shader] +[pixel shader todo(sm<4)] float a;
float4 main() : sv_target @@ -73,7 +73,7 @@ uniform 0 float 4.0 draw quad probe all rgba (409.1, 409.1, 409.1, 409.1)
-[pixel shader] +[pixel shader todo(sm<4)] float a;
float4 main() : sv_target @@ -104,7 +104,7 @@ draw quad probe all rgba (410.1, 410.1, 410.1, 410.1)
% loop attribute by itself -[pixel shader] +[pixel shader todo(sm<4)] float4 main() : sv_target { float ret = 0.0; @@ -121,7 +121,7 @@ float4 main() : sv_target todo(sm>=6) draw quad probe all rgba (10.0, 10.0, 10.0, 10.0)
-[pixel shader] +[pixel shader todo(sm<4)] float4 main() : sv_target { float ret = 0.0; @@ -140,7 +140,7 @@ float4 main() : sv_target todo(sm>=6) draw quad probe all rgba (10.0, 10.0, 10.0, 10.0)
-[pixel shader] +[pixel shader todo(sm<4)] float4 main() : sv_target { float ret = 0.0; diff --git a/tests/hlsl/matrix-indexing.shader_test b/tests/hlsl/matrix-indexing.shader_test index b8e6dec68..24f81357e 100644 --- a/tests/hlsl/matrix-indexing.shader_test +++ b/tests/hlsl/matrix-indexing.shader_test @@ -108,7 +108,7 @@ draw quad probe all rgba (3.0, 4.0, 50.0, 60.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float i;
float4 main() : sv_target diff --git a/tests/hlsl/non-const-indexing.shader_test b/tests/hlsl/non-const-indexing.shader_test index 3a1e12acc..843795e2d 100644 --- a/tests/hlsl/non-const-indexing.shader_test +++ b/tests/hlsl/non-const-indexing.shader_test @@ -25,7 +25,7 @@ draw quad probe all rgba (9.0, 10.0, 11.0, 12.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float i;
float4 main() : SV_TARGET @@ -65,7 +65,7 @@ todo(sm>=6) draw quad todo(sm>=6) probe all rgba (3, 3, 3, 3)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float i;
float4 main() : SV_TARGET diff --git a/tests/hlsl/return.shader_test b/tests/hlsl/return.shader_test index fbea07926..97046c2c5 100644 --- a/tests/hlsl/return.shader_test +++ b/tests/hlsl/return.shader_test @@ -25,8 +25,7 @@ void main(out float4 ret : sv_target) draw quad probe all rgba (0.1, 0.2, 0.3, 0.4)
-[pixel shader] - +[pixel shader todo(sm<4)] uniform float f;
float4 main() : sv_target @@ -44,8 +43,7 @@ uniform 0 float 0.8 draw quad probe all rgba (0.5, 0.6, 0.7, 0.8)
-[pixel shader] - +[pixel shader todo(sm<4)] uniform float f;
void main(out float4 ret : sv_target) @@ -71,8 +69,7 @@ uniform 0 float 0.8 draw quad probe all rgba (0.1, 0.2, 0.3, 0.4)
-[pixel shader] - +[pixel shader todo(sm<4)] uniform float f;
void main(out float4 ret : sv_target) @@ -101,8 +98,7 @@ uniform 0 float 0.9 todo(sm>=6) draw quad probe all rgba (0.5, 0.6, 0.7, 0.8) 1
-[pixel shader] - +[pixel shader todo(sm<4)] uniform float f;
void main(out float4 ret : sv_target) @@ -128,8 +124,7 @@ uniform 0 float 0.9 todo(sm>=6) draw quad probe all rgba (0.4, 0.5, 0.6, 0.7) 1
-[pixel shader] - +[pixel shader todo(sm<4)] void main(out float4 ret : sv_target) { ret = float4(0.1, 0.2, 0.3, 0.4); @@ -146,8 +141,7 @@ void main(out float4 ret : sv_target) draw quad probe all rgba (0.2, 0.4, 0.6, 0.8)
-[pixel shader] - +[pixel shader todo(sm<4)] uniform float f;
void main(out float4 ret : sv_target) @@ -185,8 +179,7 @@ uniform 0 float 0.9 todo(sm>=6) draw quad probe all rgba (0.9, 0.9, 0.9, 0.9) 1
-[pixel shader] - +[pixel shader todo(sm<4)] uniform float f;
void main(out float4 ret : sv_target) diff --git a/tests/hlsl/round.shader_test b/tests/hlsl/round.shader_test index 2a32b3ec2..51e273634 100644 --- a/tests/hlsl/round.shader_test +++ b/tests/hlsl/round.shader_test @@ -13,7 +13,7 @@ probe all rgba (0.0, -7.0, 8.0, 3.0) 4
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target @@ -31,7 +31,7 @@ probe all rgba (-7.0, 8.0, 0.0, 3.0) 4
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target diff --git a/tests/hlsl/sample-bias.shader_test b/tests/hlsl/sample-bias.shader_test index e56945d06..3f5b28095 100644 --- a/tests/hlsl/sample-bias.shader_test +++ b/tests/hlsl/sample-bias.shader_test @@ -17,7 +17,7 @@ void main(out float2 tex : texcoord, inout float4 pos : sv_position) tex = pos.xy; }
-[pixel shader] +[pixel shader todo(sm<4)] sampler s; Texture2D t; uniform float bias; diff --git a/tests/hlsl/sample-level.shader_test b/tests/hlsl/sample-level.shader_test index 8b2890ff7..a0fd5fdcc 100644 --- a/tests/hlsl/sample-level.shader_test +++ b/tests/hlsl/sample-level.shader_test @@ -14,7 +14,7 @@ levels 2
0.0 0.0 1.0 0.0
-[pixel shader] +[pixel shader todo(sm<4)] sampler s; Texture2D t; uniform float level; diff --git a/tests/hlsl/sampler.shader_test b/tests/hlsl/sampler.shader_test index caff7b2fa..d857c4b18 100644 --- a/tests/hlsl/sampler.shader_test +++ b/tests/hlsl/sampler.shader_test @@ -7,7 +7,7 @@ size (2, 2) 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 1.0 0.0 1.0 0.0
-[pixel shader] +[pixel shader todo(sm<4)] sampler s; Texture2D t;
@@ -20,7 +20,7 @@ float4 main() : sv_target todo(sm>=6) draw quad probe all rgba (0.25, 0, 0.25, 0)
-[pixel shader] +[pixel shader todo(sm<4)] SamplerState s; Texture2D t;
diff --git a/tests/hlsl/saturate.shader_test b/tests/hlsl/saturate.shader_test index 2ed83cf66..56f84c773 100644 --- a/tests/hlsl/saturate.shader_test +++ b/tests/hlsl/saturate.shader_test @@ -11,7 +11,7 @@ uniform 0 float4 0.7 -0.1 0.0 0.0 todo(sm>=6) draw quad probe all rgba (0.7, 0.0, 1.0, 0.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target diff --git a/tests/hlsl/sign.shader_test b/tests/hlsl/sign.shader_test index 5d8b43168..f676bd41f 100644 --- a/tests/hlsl/sign.shader_test +++ b/tests/hlsl/sign.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +[pixel shader todo(sm<4)] uniform float f;
float4 main() : sv_target @@ -17,7 +17,7 @@ uniform 0 float4 0.0 0.0 0.0 0.0 draw quad probe all rgba (0.0, 0.0, 0.0, 0.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 f;
float4 main() : sv_target @@ -30,7 +30,7 @@ uniform 0 float4 1.0 2.0 3.0 4.0 draw quad probe all rgba (1.0, 1.0, 1.0, 1.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float2x2 f;
float4 main() : sv_target @@ -48,7 +48,7 @@ probe all rgba (1.0, 1.0, 1.0, 1.0) % SM1-3 doesn't support integral types shader model >= 4.0
-[pixel shader] +[pixel shader todo(sm<4)] uniform int f;
float4 main() : sv_target @@ -67,7 +67,7 @@ uniform 0 int4 0 0 0 0 draw quad probe all rgba (0, 0, 0, 0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform int4 f;
float4 main() : sv_target @@ -80,7 +80,7 @@ uniform 0 int4 1 2 3 4 draw quad probe all rgba (1, 1, 1, 1)
-[pixel shader] +[pixel shader todo(sm<4)] uniform int2x2 f;
float4 main() : sv_target diff --git a/tests/hlsl/smoothstep.shader_test b/tests/hlsl/smoothstep.shader_test index 971f6d5d8..38e1432ca 100644 --- a/tests/hlsl/smoothstep.shader_test +++ b/tests/hlsl/smoothstep.shader_test @@ -109,7 +109,7 @@ draw quad probe all rgba (0.028, 0.104, 0.216, 0.352) 6
-[pixel shader] +[pixel shader todo(sm<4)] // 4 division by zero warnings. // Only test compilation because result is implementation-dependent. float4 main() : sv_target diff --git a/tests/hlsl/static-initializer.shader_test b/tests/hlsl/static-initializer.shader_test index 217444308..aec1dac1e 100644 --- a/tests/hlsl/static-initializer.shader_test +++ b/tests/hlsl/static-initializer.shader_test @@ -17,6 +17,7 @@ probe all rgba (0.8, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)] +// On SM1 this gives hr 0x88760b59. static uint i;
float4 main() : sv_target @@ -135,7 +136,7 @@ float4 main(Texture2D tex2) : sv_target }
-[pixel shader] +[pixel shader todo(sm<4)] Texture2D real_tex; static Texture2D tex = real_tex; sampler sam; @@ -150,7 +151,7 @@ todo(sm>=6) draw quad probe all rgba (1, 2, 3, 4)
-[pixel shader] +[pixel shader todo(sm<4)] Texture2D real_tex; static Texture2D tex; sampler sam; diff --git a/tests/hlsl/step.shader_test b/tests/hlsl/step.shader_test index e201e15f9..546505fbd 100644 --- a/tests/hlsl/step.shader_test +++ b/tests/hlsl/step.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +[pixel shader todo(sm<4)] uniform float4 f, p;
float4 main() : sv_target diff --git a/tests/hlsl/trigonometry.shader_test b/tests/hlsl/trigonometry.shader_test index f52d01dea..5736696f6 100644 --- a/tests/hlsl/trigonometry.shader_test +++ b/tests/hlsl/trigonometry.shader_test @@ -4,7 +4,7 @@ void main(out float tex : texcoord, inout float4 pos : sv_position) tex = (pos.x + 1) * 320; }
-[pixel shader] +[pixel shader todo(sm<4)] float4 main(float tex : texcoord) : sv_target { tex = floor(tex + 0.25); @@ -31,7 +31,7 @@ probe (14, 0) rgba ( 0.99060736, 0.13673722, 7.24460662, 0.0) 1024 probe (15, 0) rgba ( 0.65028784, -0.75968791, -0.85599340, 0.0) 1024
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 a;
float4 main() : sv_target @@ -45,7 +45,7 @@ todo(sm>=6) draw quad probe all rgba (0.0, 500.0, 500.0, 0.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 a;
float4 main() : sv_target @@ -59,7 +59,7 @@ todo(sm>=6) draw quad probe all rgba (1000.0, 707.0, -0.0, -707.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 a;
float4 main() : sv_target diff --git a/tests/hlsl/trunc.shader_test b/tests/hlsl/trunc.shader_test index a359cd03a..85631f25e 100644 --- a/tests/hlsl/trunc.shader_test +++ b/tests/hlsl/trunc.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target @@ -14,7 +14,7 @@ uniform 0 float4 -1.5 6.5 7.5 3.4 todo(sm>=6) draw quad probe all rgba (-1.0, 6.0, 7.0, 3.0)
-[pixel shader] +[pixel shader todo(sm<4)] uniform float4 u;
float4 main() : sv_target diff --git a/tests/hlsl/vector-indexing-uniform.shader_test b/tests/hlsl/vector-indexing-uniform.shader_test index 3501f3af7..63e7ec054 100644 --- a/tests/hlsl/vector-indexing-uniform.shader_test +++ b/tests/hlsl/vector-indexing-uniform.shader_test @@ -1,6 +1,6 @@ % Use a uniform to prevent the compiler from optimizing.
-[pixel shader] +[pixel shader todo(sm<4)] uniform float i; float4 main() : SV_TARGET { diff --git a/tests/shader_runner.c b/tests/shader_runner.c index 3205130a8..f87e8ce72 100644 --- a/tests/shader_runner.c +++ b/tests/shader_runner.c @@ -869,7 +869,7 @@ unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot
static HRESULT map_unidentified_hrs(HRESULT hr) { - if (hr == 0x80010064) + if (hr == 0x80010064 || hr == 0x88760b59) { trace("Mapping unidentified hr %#x as %#x.\n", hr, E_FAIL); return E_FAIL; @@ -1015,8 +1015,8 @@ static void compile_shader(struct shader_runner *runner, IDxcCompiler3 *dxc_comp
static const char *const shader_models[] = { - [SHADER_MODEL_2_0] = "4_0", - [SHADER_MODEL_3_0] = "4_0", + [SHADER_MODEL_2_0] = "2_0", + [SHADER_MODEL_3_0] = "3_0", [SHADER_MODEL_4_0] = "4_0", [SHADER_MODEL_4_1] = "4_1", [SHADER_MODEL_5_0] = "5_0",