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tests: Move HLSL tests to a subdirectory.
This commit is contained in:
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
158
tests/hlsl/logic-operations.shader_test
Normal file
158
tests/hlsl/logic-operations.shader_test
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@@ -0,0 +1,158 @@
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float x = 5.0;
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float y = 15.0;
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return float4(x == y, x != y, x < y, x <= y);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float x = 5.0;
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float y = 15.0;
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float zero = 0.0;
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return float4(x > y, x >= y, !x, !zero);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float zero = 0.0;
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float one = 1.0;
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return float4(zero && zero, zero && one, one && zero, one && one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float zero = 0.0;
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float one = 1.0;
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return float4(zero || zero, zero || one, one || zero, one || one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x == y, x != y, x < y, x <= y);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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int zero = 0;
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return float4(x > y, x >= y, !x, !zero);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero && zero, zero && one, one && zero, one && one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero || zero, zero || one, one || zero, one || one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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return float4(x == y, x != y, x < y, x <= y);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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uint zero = 0;
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return float4(x > y, x >= y, !x, !zero);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero && zero, zero && one, one && zero, one && one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero || zero, zero || one, one || zero, one || one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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