Giovanni Mascellani : tests: Test the shape of the sum of two numeric values.

Alexandre Julliard julliard at winehq.org
Wed Sep 15 16:20:12 CDT 2021


Module: vkd3d
Branch: master
Commit: d4adbe81a0db625477e616edfbc4de59bbb705f7
URL:    https://source.winehq.org/git/vkd3d.git/?a=commit;h=d4adbe81a0db625477e616edfbc4de59bbb705f7

Author: Giovanni Mascellani <gmascellani at codeweavers.com>
Date:   Wed Sep 15 16:00:15 2021 +0200

tests: Test the shape of the sum of two numeric values.

Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 Makefile.am                  |   2 +
 tests/hlsl-shape.shader_test | 355 +++++++++++++++++++++++++++++++++++++++++++
 2 files changed, 357 insertions(+)

diff --git a/Makefile.am b/Makefile.am
index 9f747f4..a5aaa35 100644
--- a/Makefile.am
+++ b/Makefile.am
@@ -71,6 +71,7 @@ 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 \
@@ -286,6 +287,7 @@ 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 0000000..b96f0fd
--- /dev/null
+++ b/tests/hlsl-shape.shader_test
@@ -0,0 +1,355 @@
+[pixel shader]
+float4 main() : sv_target
+{
+    float x = 1.0;
+    float y = 2.0;
+    return float4(x + y, 0.0, 0.0, 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (3.0, 0.0, 0.0, 0.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float1 x = float1(1.0);
+    float2 y = float2(1.0, 2.0);
+    return float4(x + y, 0.0, 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 3.0, 0.0, 0.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float1 x = float1(1.0);
+    float4 y = float4(1.0, 2.0, 3.0, 4.0);
+    return x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 3.0, 4.0, 5.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float2 x = float2(1.0, 2.0);
+    float4 y = float4(1.0, 2.0, 3.0, 4.0);
+    return float4(x + y, 0.0, 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 0.0, 0.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float x = 1.0;
+    float1 y = float1(1.0);
+    return float4(x + y, y + x, 0.0, 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 2.0, 0.0, 0.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float x = 1.0;
+    float4 y = float4(1.0, 2.0, 3.0, 4.0);
+    return x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 3.0, 4.0, 5.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float4 x = float4(1.0, 2.0, 3.0, 4.0);
+    float y = 1.0;
+    return x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 3.0, 4.0, 5.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float2x2 x = float2x2(1.0, 2.0,
+                          3.0, 4.0);
+    float2x3 y = float2x3(1.0, 2.0, 3.0,
+                          4.0, 5.0, 6.0);
+    return x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 7.0, 9.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float2x3 x = float2x3(1.0, 2.0, 3.0,
+                          4.0, 5.0, 6.0);
+    float2x2 y = float2x2(1.0, 2.0,
+                          3.0, 4.0);
+    return x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 7.0, 9.0)
+
+[pixel shader]
+float4 main() : 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 x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 6.0, 8.0)
+
+[pixel shader]
+float4 main() : 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 x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 6.0, 8.0)
+
+[pixel shader]
+float4 main() : 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 x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 7.0, 12.0, 17.0)
+
+[pixel shader]
+float4 main() : 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 x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 7.0, 12.0, 17.0)
+
+[pixel shader]
+float4 main() : 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);
+    float2x3 y = float2x3(1.0, 2.0, 3.0,
+                          4.0, 5.0, 6.0);
+    return float4((x + y)[0], 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 6.0, 0.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float2x3 x = float2x3(1.0, 2.0, 3.0,
+                          4.0, 5.0, 6.0);
+    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 float4((x + y)[1], 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (9.0, 11.0, 13.0, 0.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float4 x = float4(1.0, 2.0, 3.0, 4.0);
+    float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
+    return x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 6.0, 8.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
+    float4 y = float4(1.0, 2.0, 3.0, 4.0);
+    return x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 6.0, 8.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float4 x = float4(1.0, 2.0, 3.0, 4.0);
+    float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
+    return x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 6.0, 8.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
+    float4 y = float4(1.0, 2.0, 3.0, 4.0);
+    return x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 6.0, 8.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float4 x = float4(1.0, 2.0, 3.0, 4.0);
+    float2x2 y = float2x2(1.0, 2.0,
+                          3.0, 4.0);
+    return x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 6.0, 8.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float2x2 x = float2x2(1.0, 2.0,
+                          3.0, 4.0);
+    float4 y = float4(1.0, 2.0, 3.0, 4.0);
+    return x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 6.0, 8.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float1 x = float1(1.0);
+    float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
+    return x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 3.0, 4.0, 5.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
+    float1 y = float1(1.0);
+    return x + y;
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 3.0, 4.0, 5.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float2 x = float2(1.0, 2.0);
+    float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
+    return float4(x + y, 0.0, 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 0.0, 0.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
+    float2 y = float2(1.0, 2.0);
+    return float4(x + y, 0.0, 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 4.0, 0.0, 0.0)
+
+[pixel shader]
+float4 main() : sv_target
+{
+    float x = 1.0;
+    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 (x + y)[0];
+}
+
+[test]
+draw quad
+probe all rgba (2.0, 3.0, 4.0, 5.0)
+
+[pixel shader]
+float4 main() : 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 = 1.0;
+    return (x + y)[1];
+}
+
+[test]
+draw quad
+probe all rgba (6.0, 7.0, 8.0, 9.0)




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