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vkd3d/tests/hlsl/inverse-trig.shader_test

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% TPF does not define instructions for inverse trig; these intrinsics are
% decomposed into other instructions. FXC emits code which may vary wrt other
% implementations. DXIL defines intrinsics for inverse trig, to be implemented
% by the backend.
[pixel shader]
uniform float4 a;
float4 main() : sv_target
{
return float4(acos(a.x), 0.0, 0.0, 0.0);
}
[test]
uniform 0 float4 -1.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (3.14159274, 0.0, 0.0, 0.0) 128
uniform 0 float4 -0.5 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (2.094441441, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (1.57072878, 0.0, 0.0, 0.0) 1024
uniform 0 float4 0.5 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (1.04715133, 0.0, 0.0, 0.0) 512
uniform 0 float4 1.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) 128
[pixel shader]
uniform float4 a;
float4 main() : sv_target
{
float4 result = float4(asin(a.x), 0.0, 0.0, 0.0);
// Quantize to cover implementation variations, which are quite large for asin().
return round(result * 20000.0);
}
[test]
uniform 0 float4 -1.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (-31416.0, 0.0, 0.0, 0.0)
[require]
shader model < 6.0
[test]
uniform 0 float4 -0.5 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (-10473.0, 0.0, 0.0, 0.0)
uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (1.0, 0.0, 0.0, 0.0)
uniform 0 float4 0.5 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (10473.0, 0.0, 0.0, 0.0)
[require]
shader model >= 6.0
% We implement SM 6.0 inverse trig instructions using the native equivalents
% available in the backend. The values below are from the AMD Windows drivers,
% which are very close to those from Ubuntu's calculator app. Results from
% RADV are a bit lower than these, hence the large max ulp difference.
[test]
uniform 0 float4 -0.5 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (-10472.0, 0.0, 0.0, 0.0) 4096
uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
uniform 0 float4 0.5 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (10472.0, 0.0, 0.0, 0.0) 4096
[require]
% reset requirements
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (31416.0, 0.0, 0.0, 0.0)
[pixel shader]
uniform float4 a;
float4 main() : sv_target
{
return float4(atan(a.x), 0.0, 0.0, 0.0);
}
[test]
uniform 0 float4 -1.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (-0.785409629, 0.0, 0.0, 0.0) 512
uniform 0 float4 -0.5 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (-0.4636476, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.5 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (0.4636476, 0.0, 0.0, 0.0) 256
uniform 0 float4 1.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (0.785409629, 0.0, 0.0, 0.0) 512
[pixel shader]
uniform float4 a;
float4 main() : sv_target
{
// The argument order is (y,x), and test case inputs are (y,x) also.
return float4(atan2(a.x, a.y), 0.0, 0.0, 0.0);
}
[test]
% Non-degenerate cases
uniform 0 float4 1.0 1.0 0.0 0.0
draw quad
probe (0, 0) rgba (0.785385, 0.0, 0.0, 0.0) 512
uniform 0 float4 5.0 -5.0 0.0 0.0
draw quad
probe (0, 0) rgba (2.356194, 0.0, 0.0, 0.0) 256
uniform 0 float4 -3.0 -3.0 0.0 0.0
draw quad
probe (0, 0) rgba (-2.356194, 0.0, 0.0, 0.0) 256
uniform 0 float4 1.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 -1.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (-1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 1.0 0.0 0.0
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 -1.0 0.0 0.0
draw quad
probe (0, 0) rgba (3.1415927, 0.0, 0.0, 0.0) 256
% Degenerate cases
uniform 0 float4 0.00001 0.00002 0.0 0.0
draw quad
probe (0, 0) rgba (0.463647, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.00001 -0.00002 0.0 0.0
draw quad
probe (0, 0) rgba (2.677945, 0.0, 0.0, 0.0) 256
uniform 0 float4 -0.00001 100000.0 0.0 0.0
draw quad
probe (0, 0) rgba (-0.000000000099986595, 0.0, 0.0, 0.0) 2048
uniform 0 float4 10000000.0 0.00000001 0.0 0.0
draw quad
probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256
% Negative zero behavior should be to treat it the
% same as normal zero.
uniform 0 float4 1000000000.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 1000000000.0 -0.0 0.0 0.0
draw quad
probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 -1.0 0.0 0.0
draw quad
probe (0, 0) rgba (3.1415927, 0.0, 0.0, 0.0) 256
uniform 0 float4 -0.0 -1.0 0.0 0.0
draw quad
probe (0, 0) rgba (3.1415927, 0.0, 0.0, 0.0) 256