[PATCH vkd3d v2 2/6] tests: Test a number of simple HLSL operations.
Giovanni Mascellani
gmascellani at codeweavers.com
Wed Jan 26 03:44:17 CST 2022
Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
--
v2:
* Split to many individual tests
---
Makefile.am | 2 +
tests/hlsl-operations.shader_test | 367 ++++++++++++++++++++++++++++++
2 files changed, 369 insertions(+)
create mode 100644 tests/hlsl-operations.shader_test
diff --git a/Makefile.am b/Makefile.am
index 67225f91..2f36f3a1 100644
--- a/Makefile.am
+++ b/Makefile.am
@@ -75,6 +75,7 @@ vkd3d_shader_tests = \
tests/hlsl-mul.shader_test \
tests/hlsl-nested-arrays.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 \
@@ -300,6 +301,7 @@ XFAIL_TESTS = \
tests/hlsl-mul.shader_test \
tests/hlsl-nested-arrays.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 00000000..717899b5
--- /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, 4294967300.0, 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, 4294967300.0, 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, 4294967300.0)
+
+[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)
--
2.34.1
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