Giovanni Mascellani : tests: Test a number of simple HLSL operations.

Alexandre Julliard julliard at winehq.org
Mon Feb 14 15:40:56 CST 2022


Module: vkd3d
Branch: master
Commit: d49c84dc6f8ec534d61d08ea38bd3c0a32d38892
URL:    https://source.winehq.org/git/vkd3d.git/?a=commit;h=d49c84dc6f8ec534d61d08ea38bd3c0a32d38892

Author: Giovanni Mascellani <gmascellani at 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 at codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
Signed-off-by: Francisco Casas <fcasas at codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at 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)




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