tests/hlsl: Add tests for min() and integer max().

This commit is contained in:
Conor McCarthy 2024-03-04 15:21:18 +10:00 committed by Alexandre Julliard
parent 7b4a1fdfbc
commit 0f7095d2aa
Notes: Alexandre Julliard 2024-04-23 22:57:34 +02:00
Approved-by: Francisco Casas (@fcasas)
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/684
3 changed files with 116 additions and 55 deletions

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@ -149,7 +149,7 @@ vkd3d_shader_tests = \
tests/hlsl/math.shader_test \
tests/hlsl/matrix-indexing.shader_test \
tests/hlsl/matrix-semantics.shader_test \
tests/hlsl/max.shader_test \
tests/hlsl/max-min.shader_test \
tests/hlsl/minimum-precision.shader_test \
tests/hlsl/mul.shader_test \
tests/hlsl/multiple-rt.shader_test \

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@ -0,0 +1,115 @@
[pixel shader]
uniform float2 u;
float4 main() : sv_target
{
return float4(max(u.x, u.y), max(2, 2.1), max(true, 2), max(-1, -1));
}
[test]
uniform 0 float4 0.7 -0.1 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.7, 2.1, 2.0, -1.0)
[pixel shader]
uniform float4 u;
float4 main() : sv_target
{
float3 a = float3(-0.1, 0.2, 0.3);
return float4(max(u.xy, u.zw), max(a, u.xy));
}
[test]
uniform 0 float4 0.7 -0.1 0.4 0.8
todo(glsl) draw quad
probe all rgba (0.7, 0.8, 0.7, 0.2)
[pixel shader]
float4 main() : sv_target
{
float2x3 a = {1, 2, 3, 4, 5, 6};
float3x2 b = {6, 5, 4, 3, 2, 1};
float2x2 r = max(a, b);
return float4(r);
}
[test]
todo(glsl) draw quad
probe all rgba (6.0, 5.0, 4.0, 5.0)
[pixel shader fail]
float4 main() : sv_target
{
float2x2 a = {1, 2, 3, 4};
float4 b = {4, 3, 2, 1};
max(a, b);
return 0;
}
[pixel shader]
uniform float2 u;
float4 main() : sv_target
{
return float4(min(u.x, u.y), min(2, 2.1), min(true, 2), min(-1, -2));
}
[test]
uniform 0 float4 0.7 -0.1 0.0 0.0
todo(glsl) draw quad
probe all rgba (-0.1, 2.0, 1.0, -2.0)
[pixel shader]
uniform float4 u;
float4 main() : sv_target
{
float3 a = float3(-0.2, 0.2, 0.3);
return float4(min(u.xy, u.zw), min(a, u.xy));
}
[test]
uniform 0 float4 0.7 -0.1 0.4 0.8
todo(glsl) draw quad
probe all rgba (0.4, -0.1, -0.2, -0.1)
[require]
shader model >= 4.0
[pixel shader]
uniform uint2 u;
uint4 main() : sv_target
{
return uint4(max(u.x, u.y), min(true, u.y), max(1, 2), min(1, 2));
}
[test]
uniform 0 uint4 1 2 0 0
todo(glsl) draw quad
probe all rgbaui (2, 1, 2, 1)
[pixel shader todo]
uniform int2 u;
int4 main() : sv_target
{
return int4(max(u.x, u.y), min(u.x, u.y), max(-true, -2), min(-1, -2));
}
[test]
uniform 0 int4 -1 -2 0 0
todo(sm<6) draw quad
probe all rgbai (-1, -2, -1, -2)

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@ -1,54 +0,0 @@
[pixel shader]
uniform float2 u;
float4 main() : sv_target
{
return float4(max(u.x, u.y), max(2, 2.1), max(true, 2), max(-1, -1));
}
[test]
uniform 0 float4 0.7 -0.1 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.7, 2.1, 2.0, -1.0)
[pixel shader]
uniform float4 u;
float4 main() : sv_target
{
float3 a = float3(-0.1, 0.2, 0.3);
return float4(max(u.xy, u.zw), max(a, u.xy));
}
[test]
uniform 0 float4 0.7 -0.1 0.4 0.8
todo(glsl) draw quad
probe all rgba (0.7, 0.8, 0.7, 0.2)
[pixel shader]
float4 main() : sv_target
{
float2x3 a = {1, 2, 3, 4, 5, 6};
float3x2 b = {6, 5, 4, 3, 2, 1};
float2x2 r = max(a, b);
return float4(r);
}
[test]
todo(glsl) draw quad
probe all rgba (6.0, 5.0, 4.0, 5.0)
[pixel shader fail]
float4 main() : sv_target
{
float2x2 a = {1, 2, 3, 4};
float4 b = {4, 3, 2, 1};
max(a, b);
return 0;
}