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tests/hlsl: Add tests for min() and integer max().
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commit
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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
@ -149,7 +149,7 @@ vkd3d_shader_tests = \
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tests/hlsl/math.shader_test \
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tests/hlsl/matrix-indexing.shader_test \
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tests/hlsl/matrix-semantics.shader_test \
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tests/hlsl/max.shader_test \
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tests/hlsl/max-min.shader_test \
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tests/hlsl/minimum-precision.shader_test \
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tests/hlsl/mul.shader_test \
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tests/hlsl/multiple-rt.shader_test \
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115
tests/hlsl/max-min.shader_test
Normal file
115
tests/hlsl/max-min.shader_test
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@ -0,0 +1,115 @@
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[pixel shader]
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uniform float2 u;
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float4 main() : sv_target
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{
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return float4(max(u.x, u.y), max(2, 2.1), max(true, 2), max(-1, -1));
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}
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[test]
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uniform 0 float4 0.7 -0.1 0.0 0.0
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todo(glsl) draw quad
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probe all rgba (0.7, 2.1, 2.0, -1.0)
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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float3 a = float3(-0.1, 0.2, 0.3);
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return float4(max(u.xy, u.zw), max(a, u.xy));
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}
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[test]
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uniform 0 float4 0.7 -0.1 0.4 0.8
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todo(glsl) draw quad
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probe all rgba (0.7, 0.8, 0.7, 0.2)
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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, 2, 3, 4, 5, 6};
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float3x2 b = {6, 5, 4, 3, 2, 1};
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float2x2 r = max(a, b);
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return float4(r);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (6.0, 5.0, 4.0, 5.0)
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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 = {1, 2, 3, 4};
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float4 b = {4, 3, 2, 1};
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max(a, b);
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return 0;
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}
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[pixel shader]
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uniform float2 u;
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float4 main() : sv_target
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{
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return float4(min(u.x, u.y), min(2, 2.1), min(true, 2), min(-1, -2));
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}
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[test]
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uniform 0 float4 0.7 -0.1 0.0 0.0
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todo(glsl) draw quad
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probe all rgba (-0.1, 2.0, 1.0, -2.0)
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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float3 a = float3(-0.2, 0.2, 0.3);
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return float4(min(u.xy, u.zw), min(a, u.xy));
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}
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[test]
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uniform 0 float4 0.7 -0.1 0.4 0.8
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todo(glsl) draw quad
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probe all rgba (0.4, -0.1, -0.2, -0.1)
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[require]
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shader model >= 4.0
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[pixel shader]
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uniform uint2 u;
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uint4 main() : sv_target
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{
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return uint4(max(u.x, u.y), min(true, u.y), max(1, 2), min(1, 2));
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}
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[test]
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uniform 0 uint4 1 2 0 0
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todo(glsl) draw quad
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probe all rgbaui (2, 1, 2, 1)
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[pixel shader todo]
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uniform int2 u;
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int4 main() : sv_target
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{
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return int4(max(u.x, u.y), min(u.x, u.y), max(-true, -2), min(-1, -2));
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}
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[test]
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uniform 0 int4 -1 -2 0 0
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todo(sm<6) draw quad
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probe all rgbai (-1, -2, -1, -2)
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@ -1,54 +0,0 @@
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[pixel shader]
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uniform float2 u;
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float4 main() : sv_target
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{
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return float4(max(u.x, u.y), max(2, 2.1), max(true, 2), max(-1, -1));
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}
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[test]
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uniform 0 float4 0.7 -0.1 0.0 0.0
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todo(glsl) draw quad
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probe all rgba (0.7, 2.1, 2.0, -1.0)
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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float3 a = float3(-0.1, 0.2, 0.3);
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return float4(max(u.xy, u.zw), max(a, u.xy));
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}
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[test]
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uniform 0 float4 0.7 -0.1 0.4 0.8
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todo(glsl) draw quad
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probe all rgba (0.7, 0.8, 0.7, 0.2)
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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, 2, 3, 4, 5, 6};
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float3x2 b = {6, 5, 4, 3, 2, 1};
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float2x2 r = max(a, b);
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return float4(r);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (6.0, 5.0, 4.0, 5.0)
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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 = {1, 2, 3, 4};
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float4 b = {4, 3, 2, 1};
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max(a, b);
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return 0;
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}
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