From: Giovanni Mascellani Subject: [PATCH vkd3d v2 2/6] tests: Test a number of simple HLSL operations. Message-Id: <20220126094421.1524126-2-gmascellani@codeweavers.com> Date: Wed, 26 Jan 2022 10:44:17 +0100 In-Reply-To: <20220126094421.1524126-1-gmascellani@codeweavers.com> References: <20220126094421.1524126-1-gmascellani@codeweavers.com> Signed-off-by: Giovanni Mascellani -- 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