[PATCH vkd3d v3 2/6] tests: Test a number of simple HLSL operations.

Giovanni Mascellani gmascellani at codeweavers.com
Thu Jan 27 08:09:41 CST 2022


Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura 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 2d76e545..7c4cf54e 100644
--- a/Makefile.am
+++ b/Makefile.am
@@ -77,6 +77,7 @@ 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 \
@@ -304,6 +305,7 @@ 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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