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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
166
tests/hlsl/smoothstep.shader_test
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166
tests/hlsl/smoothstep.shader_test
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@@ -0,0 +1,166 @@
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[pixel shader]
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float4 main() : sv_target
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{
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float4 a = {1, -1, -1, 10};
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float4 b = {2, 1, 1, 20};
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float4 x = {0.3, 0.4, 2, 15.4};
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return smoothstep(a, b, x);
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}
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[test]
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draw quad
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probe all rgba (0, 0.784, 1.0, 0.559872) 1
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[pixel shader]
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float4 main() : sv_target
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{
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float a = 1;
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float b = 2;
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float4 x = {0.9, 1.2, 1.8, 2.1};
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return smoothstep(a, b, x);
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}
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[test]
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draw quad
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probe all rgba (0, 0.104, 0.896, 1.000000) 5
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[pixel shader]
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float4 main() : sv_target
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{
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float4 a = {1, 10, 100, 1000};
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float4 b = {2, 20, 200, 2000};
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float x = 14;
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return smoothstep(a, b, x);
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}
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[test]
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draw quad
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probe all rgba (1.0, 0.352, 0, 0) 1
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[pixel shader]
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float4 main() : sv_target
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{
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float2 a = {1, 10};
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float3 b = {2, 20, 200};
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float4 x = {1.4, 14, 140, 1400};
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float2 res = smoothstep(a, b, x);
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return float4(res, 0, 0);
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}
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[test]
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draw quad
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probe all rgba (0.352, 0.352, 0, 0) 1
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[pixel shader]
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float4 main() : sv_target
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{
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float3 a = {1, 10, 100};
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float2 b = {2, 20};
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float4 x = {1.4, 14, 140, 1400};
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float2 res = smoothstep(a, b, x);
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return float4(res, 0, 0);
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}
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[test]
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draw quad
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probe all rgba (0.352, 0.352, 0, 0) 1
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[pixel shader]
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float4 main() : sv_target
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{
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float4 a = {1, 10, 100, 1000};
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float4 b = {2, 20, 200, 2000};
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float2 x = {14, 140};
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float2 res = smoothstep(a, b, x);
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return float4(res, 0, 0);
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}
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[test]
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draw quad
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probe all rgba (1.0, 1.0, 0, 0) 1
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[pixel shader]
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float4 main() : sv_target
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{
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float2x3 a = {1, 1, 1, 1, 1, 1};
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float3x2 b = {2, 2, 2, 2, 2, 2};
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float4x2 x = {1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8};
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float2x2 r = smoothstep(a, b, x);
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return r;
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}
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[test]
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draw quad
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probe all rgba (0.028, 0.104, 0.216, 0.352) 6
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[pixel shader]
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// 4 division by zero warnings.
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// Only test compilation because result is implementation-dependent.
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float4 main() : sv_target
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{
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float4 a = {0, 0, 0, 0};
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float4 b = {-1, -1, 0, 0};
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float4 x = {0, -0.25, 0, 1};
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return smoothstep(a, b, x);
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}
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[pixel shader]
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float4 main() : sv_target
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{
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float4x1 a = {0.0, 0.0, 0.0, 0.0};
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float b = 1.0;
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float3x1 x = {0.5, 0.5, 0.5};
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float3x1 r = smoothstep(a, b, x);
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return float4(r, 0);
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}
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[test]
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draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4x1 a = {0.0, 0.0, 0.0, 0.0};
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float2x2 b = {1.0, 1.0, 1.0, 1.0};
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float3x1 x = {0.5, 0.5, 0.5};
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float2x1 r = smoothstep(a, b, x);
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return float4(r, r);
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}
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[test]
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draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.5)
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[pixel shader fail]
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float4 main() : sv_target
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{
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float2x2 a = {0.0, 0.0, 0.0, 0.0};
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float4 b = 1.0;
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float2x2 x = {0.5, 0.5, 0.5, 0.5};
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smoothstep(a, b, x);
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return 0;
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}
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