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			93 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			93 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|   | % 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 todo] | ||
|  | 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 | ||
|  | todo draw quad | ||
|  | probe all rgba (3.14159274, 0.0, 0.0, 0.0) 128 | ||
|  | 
 | ||
|  | uniform 0 float4 -0.5 0.0 0.0 0.0 | ||
|  | todo draw quad | ||
|  | probe all rgba (2.094441441, 0.0, 0.0, 0.0) 256 | ||
|  | 
 | ||
|  | uniform 0 float4 0.0 0.0 0.0 0.0 | ||
|  | todo draw quad | ||
|  | probe all rgba (1.57072878, 0.0, 0.0, 0.0) 1024 | ||
|  | 
 | ||
|  | uniform 0 float4 0.5 0.0 0.0 0.0 | ||
|  | todo draw quad | ||
|  | probe all rgba (1.04715133, 0.0, 0.0, 0.0) 512 | ||
|  | 
 | ||
|  | uniform 0 float4 1.0 0.0 0.0 0.0 | ||
|  | todo draw quad | ||
|  | probe all rgba (0.0, 0.0, 0.0, 0.0) 128 | ||
|  | 
 | ||
|  | [pixel shader todo] | ||
|  | 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 | ||
|  | todo draw quad | ||
|  | probe all 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 | ||
|  | todo draw quad | ||
|  | probe all rgba (-10473.0, 0.0, 0.0, 0.0) | ||
|  | 
 | ||
|  | uniform 0 float4 0.0 0.0 0.0 0.0 | ||
|  | todo draw quad | ||
|  | probe all rgba (1.0, 0.0, 0.0, 0.0) | ||
|  | 
 | ||
|  | uniform 0 float4 0.5 0.0 0.0 0.0 | ||
|  | todo draw quad | ||
|  | probe all 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 | ||
|  | todo draw quad | ||
|  | probe all rgba (-10472.0, 0.0, 0.0, 0.0) 4096 | ||
|  | 
 | ||
|  | uniform 0 float4 0.0 0.0 0.0 0.0 | ||
|  | todo draw quad | ||
|  | probe all rgba (0.0, 0.0, 0.0, 0.0) | ||
|  | 
 | ||
|  | uniform 0 float4 0.5 0.0 0.0 0.0 | ||
|  | todo draw quad | ||
|  | probe all 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 | ||
|  | todo draw quad | ||
|  | probe all rgba (31416.0, 0.0, 0.0, 0.0) |