tests: Move HLSL tests to a subdirectory.

This commit is contained in:
Zebediah Figura
2023-06-23 18:04:52 -05:00
committed by Alexandre Julliard
parent 69f32796b0
commit 0d2f2e1860
Notes: Alexandre Julliard 2023-06-28 23:04:19 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Francisco Casas (@fcasas)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/248
139 changed files with 140 additions and 140 deletions

111
tests/hlsl/dot.shader_test Normal file
View File

@@ -0,0 +1,111 @@
[pixel shader]
uniform float4 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
uniform 4 float4 10.0 11.0 12.0 13.0
draw quad
probe all rgba (166.0, 166.0, 166.0, 166.0)
[pixel shader]
uniform float2 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 2.0 3.0 0.0 0.0
uniform 4 float4 10.0 11.0 12.0 13.0
draw quad
probe all rgba (53.0, 53.0, 53.0, 53.0)
[pixel shader]
uniform float x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
uniform 4 float4 10.0 11.0 12.0 13.0
draw quad
probe all rgba (92.0, 92.0, 92.0, 92.0)
[pixel shader]
uniform float4 x;
uniform float y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 10.0 11.0 12.0 13.0
uniform 4 float4 2.0 0.0 0.0 0.0
draw quad
probe all rgba (92.0, 92.0, 92.0, 92.0)
[pixel shader]
uniform float x;
uniform float y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
% Account for both the SM1 and SM4 uniform layout
uniform 0 float4 2.0 3.0 0.0 0.0
uniform 4 float4 3.0 0.0 0.0 0.0
draw quad
probe all rgba (6.0, 6.0, 6.0, 6.0)
[pixel shader fail]
uniform float1x1 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[pixel shader fail]
uniform float1x4 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[pixel shader fail]
uniform float4x1 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[pixel shader fail]
uniform float4x4 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}