mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
tests: Use the vulkan runner to run SM1 compilation tests.
At the current moment this is a little odd because for SM1 [test] directives are skipped, and the [shader] directives are not executed by the shader_runner_vulkan.c:compile_shader() but by the general shader_runner.c:compile_shader(). So in principle it is a little weird that we go through the vulkan runner. But fret not, because in the future we plan to make the parser agnostic to the language of the tests, so we will get rid of the general shader_runner.c:compile_shader() function and instead call a runner->compile_shader() function, defined for each runner. Granted, most of these may call a generic implementation that uses native compiler in Windows, and vkd3d-shader on Linux, but it would be more conceptually correct.
This commit is contained in:
parent
b92f6c448a
commit
1c73513425
Notes:
Alexandre Julliard
2024-01-24 22:53:52 +01:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/514
@ -8,8 +8,8 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.1 0.7 0.0 0.0
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todo(sm>=6) draw quad
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todo(sm<4 | sm>=6) draw quad
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probe all rgba (0.1, 0.7, 0.4, 0.4)
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uniform 0 float4 -0.7 0.1 0.0 0.0
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todo(sm>=6) draw quad
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todo(sm<4 | sm>=6) draw quad
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probe all rgba (0.7, 0.1, 1.2, 0.4)
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@ -1,4 +1,4 @@
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float4 f;
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float4 main() : sv_target
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@ -8,28 +8,28 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 1.0 1.0 1.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 1.0 0.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 0.0 1.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 0.0 0.0 1.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 0.0 0.0 0.0 1.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 0.0 0.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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uniform 0 float4 -1.0 -1.0 -1.0 -1.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float f;
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float4 main() : sv_target
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@ -39,13 +39,13 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 0.0 0.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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uniform 0 float4 -1.0 0.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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[require]
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@ -13,7 +13,7 @@ uniform 0 float4 5.0 15.0 0.0 0.0
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draw quad
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probe all rgba (20.0, -10.0, 75.0, 0.33333333) 1
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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@ -25,10 +25,10 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 5.0 15.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (5.0, 5.0, -5.0, 3.0) 1
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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@ -40,10 +40,10 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (2.0, -2.0, 2.0, -2.0) 16
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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@ -55,10 +55,10 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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[pixel shader todo(sm<4)]
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float4 x, y;
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float4 main() : sv_target
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@ -69,7 +69,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 5.0 -42.1 4.0 45.0
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uniform 4 float4 15.0 -5.0 4.1 5.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (5.0, -2.1, 4.0, 0.0) 6
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[require]
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@ -1,4 +1,4 @@
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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@ -10,10 +10,10 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 5.0 16.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (21.0, -11.0, 80.0, 0.0)
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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@ -25,10 +25,10 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 5.0 16.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (5.0, 5.0, -5.0, 3.0)
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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@ -40,10 +40,10 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (8.0, -8.0, -8.0, 8.0)
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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@ -55,10 +55,10 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (2.0, -2.0, 2.0, -2.0)
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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@ -70,10 +70,10 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (9.0, -9.0, -9.0, 9.0)
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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@ -85,10 +85,10 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float4 a;
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float4 main() : SV_TARGET
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@ -98,10 +98,10 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 5.0 -7.0 0.0 -10.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (5.0, 7.0, 0.0, 10.0)
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float4 a;
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uniform float4 b;
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@ -117,7 +117,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 45.0 5.0 50.0 10.0
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uniform 4 float4 3.0 8.0 2.0 5.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (9.0, 5.0, 1.0, 3.0)
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[require]
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@ -77,6 +77,7 @@ draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail(sm<6)]
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// On SM1 this gives hr 0x88760b59.
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float4 main() : SV_TARGET
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{
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int x = 1;
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@ -90,6 +91,7 @@ draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail(sm<6)]
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// On SM1 this gives hr 0x88760b59.
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float4 main() : SV_TARGET
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{
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int x = 1;
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@ -21,7 +21,7 @@ uniform 0 float4 -0.5 6.5 7.5 3.4
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draw quad
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probe all rgba (0.0, 7.0, 8.0, 4.0) 4
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float4 u;
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float4 main() : sv_target
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@ -34,7 +34,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -0.5 6.5 7.5 3.4
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draw quad
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todo(sm<4) draw quad
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probe all rgba (7.0, 8.0, 0.0, 4.0) 4
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[require]
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@ -113,7 +113,7 @@ float4 main() : sv_target
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return 0;
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}
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float1 f;
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float4 main() : sv_target
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{
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@ -124,8 +124,8 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -2.0 0.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 -0.0 0.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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@ -64,7 +64,7 @@ draw quad
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probe all rgba (10, 10, 10, 11)
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[pixel shader]
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[pixel shader todo(sm<4)]
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Texture2D tex;
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sampler sam[2];
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@ -111,7 +111,7 @@ probe all rgba (104, 104, 104, 111)
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% Sampler arrays with components that have different usage dimensions are only forbidden in SM4 upwards.
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% However, tex2D and tex1D are considered the same dimension for these purposes.
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[pixel shader fail]
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[pixel shader fail(sm>=4)]
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sampler sam[2];
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float4 main() : sv_target
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@ -1,4 +1,4 @@
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float4 u;
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float4 main() : sv_target
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@ -11,13 +11,13 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (0.9, 0.8, 0.7, 0.6)
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uniform 0 float4 0.1 0.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (0.1, 0.2, 0.3, 0.4)
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float4 u;
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float4 main() : sv_target
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@ -29,7 +29,7 @@ float4 main() : sv_target
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float4 u;
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float4 main() : sv_target
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@ -43,7 +43,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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draw quad
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todo(sm<4) draw quad
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probe all rgba (0.9, 0.8, 0.7, 0.6)
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[pixel shader fail(sm<6)]
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@ -74,7 +74,7 @@ float main() : sv_target
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[require]
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shader model >= 3.0
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float4 u;
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float4 main() : sv_target
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@ -88,7 +88,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(sm>=6) draw quad
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todo(sm<4 | sm>=6) draw quad
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probe all rgba (0.9, 0.8, 0.7, 0.6)
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[pixel shader]
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@ -9,7 +9,7 @@ float4 main(float4 pos : sv_position) : sv_target
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[test]
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draw quad
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probe all rgba (1.0, 1.0, 0.0, 0.0)
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todo(sm<4) probe all rgba (1.0, 1.0, 0.0, 0.0)
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[pixel shader]
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@ -30,13 +30,13 @@ float4 main(float4 pos : sv_position) : sv_target
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[test]
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draw quad
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probe (10, 10) rgba (-16.0, -5.0, 3.0, 0.0)
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probe (11, 10) rgba (-21.0, -5.0, 3.0, 0.0)
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probe (10, 11) rgba (-13.0, -5.0, 3.0, 0.0)
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probe (11, 11) rgba (-17.0, -5.0, 3.0, 0.0)
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probe (12, 10) rgba (-26.0, -6.0, 4.0, 0.0)
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probe (16, 16) rgba (-25.0, -7.0, 5.0, 0.0)
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probe (150, 150) rgba (-226.0, -47.0, 45.0, 0.0)
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todo(sm<4) probe (10, 10) rgba (-16.0, -5.0, 3.0, 0.0)
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todo(sm<4) probe (11, 10) rgba (-21.0, -5.0, 3.0, 0.0)
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todo(sm<4) probe (10, 11) rgba (-13.0, -5.0, 3.0, 0.0)
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todo(sm<4) probe (11, 11) rgba (-17.0, -5.0, 3.0, 0.0)
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todo(sm<4) probe (12, 10) rgba (-26.0, -6.0, 4.0, 0.0)
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todo(sm<4) probe (16, 16) rgba (-25.0, -7.0, 5.0, 0.0)
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todo(sm<4) probe (150, 150) rgba (-226.0, -47.0, 45.0, 0.0)
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[require]
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|
@ -1,4 +1,4 @@
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float4 x;
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float4 main() : sv_target
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@ -9,8 +9,8 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1 2 3 4
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todo(sm>=6) draw quad
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todo(sm<4 | sm>=6) draw quad
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probe all rgba (1, 2, 3, 4)
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uniform 0 float4 9 8 7 6
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todo(sm>=6) draw quad
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todo(sm<4 | sm>=6) draw quad
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probe all rgba (1, 2, 3, 4)
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|
@ -13,7 +13,7 @@ uniform 4 float4 2.0 -1.0 4.0 5.0
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draw quad
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probe all rgba (7.483983, 7.483983, 7.483983, 7.483983) 1
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform int4 x;
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uniform int4 y;
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@ -25,7 +25,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 2.0 3.0 0.0 0.0
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uniform 4 float4 10.0 11.0 12.0 13.0
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todo(sm>=6) draw quad
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todo(sm<4 | sm>=6) draw quad
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probe all rgba (53.0, 53.0, 53.0, 53.0)
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[pixel shader]
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@ -56,7 +56,7 @@ float4 main() : SV_TARGET
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uniform 0 float4 10.0 11.0 12.0 13.0
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uniform 4 float4 2.0 0.0 0.0 0.0
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todo(sm>=6) draw quad
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probe all rgba (92.0, 92.0, 92.0, 92.0)
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probe all rgba (92.0, 92.0, 92.0, 92.0)
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[pixel shader]
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uniform float x;
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|
@ -127,7 +127,7 @@ float4 main(in apple aps[2][2]) : sv_target
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|
||||
[test]
|
||||
draw quad
|
||||
todo(sm>=6) probe (0, 0) rgba (10.0, 10.0, 20.0, 20.0)
|
||||
probe (0, 0) rgba (10.0, 10.0, 20.0, 20.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
@ -275,8 +275,8 @@ float4 main(in float4 t1 : TEXCOORD0, in float4 t2 : TEXCOORD0) : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
todo(sm>=6) draw quad
|
||||
probe (0, 0) rgba (99.0, 99.0, 10.0, 11.0)
|
||||
draw quad
|
||||
todo(sm>=6) probe (0, 0) rgba (99.0, 99.0, 10.0, 11.0)
|
||||
|
||||
|
||||
% Different indexes of the same semantic can have different types.
|
||||
|
@ -13,7 +13,7 @@ draw quad
|
||||
probe all rgba (8.0, 8.0, 8.0, 8.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float4 a, b;
|
||||
float i;
|
||||
|
||||
@ -26,7 +26,7 @@ float4 main() : sv_target
|
||||
uniform 0 float4 1.0 2.0 3.0 4.0
|
||||
uniform 4 float4 5.0 6.0 7.0 8.0
|
||||
uniform 8 float 2
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (10.0, 10.0, 10.0, 10.0)
|
||||
|
||||
|
||||
@ -44,7 +44,7 @@ draw quad
|
||||
probe all rgba (3.0, 3.0, 3.0, 3.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float4 a;
|
||||
float i;
|
||||
|
||||
@ -56,10 +56,10 @@ float4 main() : sv_target
|
||||
[test]
|
||||
uniform 0 float4 1.0 2.0 3.0 4.0
|
||||
uniform 4 float 0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (4.0, 4.0, 4.0, 4.0)
|
||||
uniform 4 float 2
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 1.0, 1.0, 1.0)
|
||||
|
||||
|
||||
@ -82,7 +82,7 @@ draw quad
|
||||
probe all rgba (4.0, 4.0, 4.0, 4.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float4 a;
|
||||
float i;
|
||||
|
||||
@ -99,5 +99,5 @@ float4 main() : sv_target
|
||||
[test]
|
||||
uniform 0 float4 1.0 2.0 3.0 4.0
|
||||
uniform 4 float 1
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (2.0, 2.0, 2.0, 2.0)
|
||||
|
@ -1,4 +1,4 @@
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 f;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -44,7 +44,7 @@ shader model < 4.0
|
||||
|
||||
[test]
|
||||
uniform 0 float4 0.0 1.5 1.5 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
todo probe all rgba (1010101.0, 11001100.0, 1101001.0, 0.0)
|
||||
|
||||
% SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN.
|
||||
|
@ -21,7 +21,7 @@ uniform 0 float4 -0.5 6.5 7.5 3.4
|
||||
draw quad
|
||||
probe all rgba (-1.0, 6.0, 7.0, 3.0) 4
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 u;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -34,7 +34,7 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 -0.5 6.5 7.5 3.4
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (6.0, 7.0, -1.0, 3.0) 4
|
||||
|
||||
[require]
|
||||
|
@ -1,4 +1,4 @@
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 u;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -8,13 +8,13 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 -0.5 6.5 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (-0.5, 0.0, 0.0, 0.0) 4
|
||||
uniform 0 float4 1.1 0.3 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.2, 0.0, 0.0, 0.0) 4
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 u;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -24,8 +24,8 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 -0.5 6.5 2.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (-0.5, 0.5, 0.0, 0.0) 4
|
||||
uniform 0 float4 1.1 0.3 3.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (1.1, 0.3, 0.0, 0.0) 4
|
||||
|
@ -5,7 +5,7 @@ void main(float4 pos : position, out float tex : texcoord, out float4 out_pos :
|
||||
out_pos = pos;
|
||||
}
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float4 main(float tex : texcoord) : sv_target
|
||||
{
|
||||
int i;
|
||||
@ -23,7 +23,7 @@ float4 main(float tex : texcoord) : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe ( 0, 0, 159, 480) rgba (10.0, 35.0, 0.0, 0.0)
|
||||
probe (161, 0, 479, 480) rgba (10.0, 38.0, 0.0, 0.0)
|
||||
probe (481, 0, 640, 480) rgba ( 5.0, 10.0, 0.0, 0.0)
|
||||
@ -59,10 +59,11 @@ probe ( 0, 0, 159, 480) rgba (10.0, 35.0, 0.0, 0.0)
|
||||
probe (161, 0, 479, 480) rgba (10.0, 38.0, 0.0, 0.0)
|
||||
probe (481, 0, 640, 480) rgba ( 5.0, 10.0, 0.0, 0.0)
|
||||
|
||||
|
||||
[require]
|
||||
% Reset requirements
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float4 main(float tex : texcoord) : sv_target
|
||||
{
|
||||
int i;
|
||||
@ -75,7 +76,7 @@ float4 main(float tex : texcoord) : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (10.0, 45.0, 0.0, 0.0)
|
||||
|
||||
[pixel shader fail(sm<6)]
|
||||
|
@ -32,8 +32,7 @@ float4 main() : sv_target
|
||||
draw quad
|
||||
probe all rgba (0.2, 0.1, 0.8, 0.5);
|
||||
|
||||
[pixel shader]
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float f;
|
||||
|
||||
float func(out float o)
|
||||
@ -80,20 +79,19 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.1
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.3, 0.2, 0.6, 0.3) 1
|
||||
uniform 0 float 0.4
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.6, 0.5, 0.6, 0.3) 1
|
||||
uniform 0 float 0.6
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.6, 0.5, 0.4, 0.5) 1
|
||||
uniform 0 float 0.8
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.8, 0.7, 0.4, 0.5) 1
|
||||
|
||||
[pixel shader]
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float f;
|
||||
|
||||
float func(out float o)
|
||||
@ -136,17 +134,16 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.1
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.2, 0.1, 0.2, 0.1) 1
|
||||
uniform 0 float 0.5
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.5, 0.4, 1.0, 0.9) 1
|
||||
uniform 0 float 0.9
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (1.0, 0.9, 1.0, 0.6) 1
|
||||
|
||||
[pixel shader]
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
float func(out float o)
|
||||
{
|
||||
o = 0.1;
|
||||
@ -184,11 +181,10 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.4, 0.3, 0.3, 0.9) 1
|
||||
|
||||
[pixel shader]
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float f;
|
||||
|
||||
float func(out float o)
|
||||
@ -239,26 +235,26 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.3, 0.2, 0.3, 0.3) 1
|
||||
|
||||
uniform 0 float 0.1
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.3, 0.3, 0.3, 0.3) 1
|
||||
|
||||
uniform 0 float 0.3
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.3, 0.5, 0.3, 0.3) 1
|
||||
|
||||
uniform 0 float 0.7
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.3, 0.9, 0.7, 0.6) 1
|
||||
|
||||
uniform 0 float 0.9
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.4, 0.1, 0.7, 0.6) 1
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
|
||||
uniform float4 f[3];
|
||||
|
||||
@ -295,21 +291,21 @@ float4 main() : sv_target
|
||||
uniform 0 float4 0.3 0.0 0.0 0.0
|
||||
uniform 4 float4 0.0 0.0 0.0 0.0
|
||||
uniform 8 float4 0.1 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.3, 0.2, 0.6, 0.6) 1
|
||||
|
||||
uniform 4 float4 0.35 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.3, 0.3, 0.6, 0.6) 1
|
||||
|
||||
uniform 8 float4 0.5 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.3, 0.5, 0.6, 0.6) 1
|
||||
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.3, 0.5, 0.6, 0.6) 1
|
||||
|
||||
uniform 4 float4 2.0 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.4, 0.1, 0.6, 0.6) 1
|
||||
|
@ -18,7 +18,7 @@ float4 main(float4 pos : sv_position) : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe (10, 10) rgba (8.0, 8.0, 8.0, 8.0)
|
||||
probe (11, 10) rgba (8.0, 8.0, 8.0, 8.0)
|
||||
probe (12, 10) rgba (10.0, 10.0, 10.0, 10.0)
|
||||
|
@ -9,7 +9,7 @@ float4 main() : sv_target
|
||||
[require]
|
||||
options: backcompat
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform half h;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -19,5 +19,5 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 10.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (10.0, 10.0, 10.0, 10.0)
|
||||
|
@ -1,4 +1,4 @@
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float cond;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -17,14 +17,14 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (2.0, 2.0, 2.0, 2.0)
|
||||
uniform 0 float 1.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (-2.0, -2.0, -2.0, -2.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float cond;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -43,14 +43,14 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (2.0, 2.0, 2.0, 2.0)
|
||||
uniform 0 float 1.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (20.0, 20.0, 20.0, 20.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float cond;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -66,10 +66,11 @@ float4 main() : sv_target
|
||||
|
||||
return float4(r, 0, 0);
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 4.0, 0.0, 0.0)
|
||||
uniform 0 float 1.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 40.0, 0.0, 0.0)
|
||||
|
@ -26,7 +26,7 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
draw quad
|
||||
todo(sm>=6) probe all rgba (5.0, 6.0, 7.0, 8.0)
|
||||
probe all rgba (5.0, 6.0, 7.0, 8.0)
|
||||
|
||||
[require]
|
||||
% reset requirements
|
||||
|
@ -34,7 +34,7 @@ float4 main() : SV_TARGET
|
||||
|
||||
[test]
|
||||
uniform 0 float4 2.0 3.0 0.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (3.60555124, 3.60555124, 3.60555124, 3.60555124) 1
|
||||
|
||||
[pixel shader]
|
||||
|
@ -1,4 +1,4 @@
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 u;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -8,20 +8,20 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 -0.1 10.0 0.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 0.0, 0.0, 1.0)
|
||||
|
||||
[test]
|
||||
uniform 0 float4 1.2 -0.1 0.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 1.2, 0.0, 1.0)
|
||||
|
||||
[test]
|
||||
uniform 0 float4 1.2 2.0 3.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 1.2, 8.0, 1.0)
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 u;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -31,7 +31,7 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 1.2 2.0 3.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (2.0, 2.4, 16.0, 2.0)
|
||||
|
||||
[pixel shader fail]
|
||||
|
@ -1,6 +1,6 @@
|
||||
% TODO: dxcompiler emits no loops for any of these test shaders.
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float a;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -18,11 +18,11 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 5.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (50.0, 50.0, 50.0, 50.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float a;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -41,10 +41,10 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 4.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (20.0, 20.0, 20.0, 20.0)
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float a;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -70,10 +70,10 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 4.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (409.1, 409.1, 409.1, 409.1)
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float a;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -100,11 +100,11 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 4.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (410.1, 410.1, 410.1, 410.1)
|
||||
|
||||
% loop attribute by itself
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float4 main() : sv_target
|
||||
{
|
||||
float ret = 0.0;
|
||||
@ -118,10 +118,10 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (10.0, 10.0, 10.0, 10.0)
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float4 main() : sv_target
|
||||
{
|
||||
float ret = 0.0;
|
||||
@ -137,10 +137,10 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (10.0, 10.0, 10.0, 10.0)
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float4 main() : sv_target
|
||||
{
|
||||
float ret = 0.0;
|
||||
@ -156,7 +156,7 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (10.0, 10.0, 10.0, 10.0)
|
||||
|
||||
% unroll can't be used with fastopt or loop
|
||||
|
@ -108,7 +108,7 @@ draw quad
|
||||
probe all rgba (3.0, 4.0, 50.0, 60.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float i;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -120,11 +120,11 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 2
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (8, 9, 10, 11)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float i;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -136,5 +136,5 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 3
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (12, 13, 14, 15)
|
||||
|
@ -1,4 +1,4 @@
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 f[3];
|
||||
uniform float2 i;
|
||||
|
||||
@ -12,20 +12,20 @@ uniform 0 float4 1.0 2.0 3.0 4.0
|
||||
uniform 4 float4 5.0 6.0 7.0 8.0
|
||||
uniform 8 float4 9.0 10.0 11.0 12.0
|
||||
uniform 12 float4 0 0 0 0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
uniform 12 float4 1 0 0 0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (5.0, 6.0, 7.0, 8.0)
|
||||
uniform 12 float4 0 1 0 0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (5.0, 6.0, 7.0, 8.0)
|
||||
uniform 12 float4 1 1 0 0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (9.0, 10.0, 11.0, 12.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float i;
|
||||
|
||||
float4 main() : SV_TARGET
|
||||
@ -36,20 +36,20 @@ float4 main() : SV_TARGET
|
||||
|
||||
[test]
|
||||
uniform 0 float 0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (11.0, 11.0, 11.0, 11.0)
|
||||
uniform 0 float 1
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (12.0, 12.0, 12.0, 12.0)
|
||||
uniform 0 float 2
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (13.0, 13.0, 13.0, 13.0)
|
||||
uniform 0 float 3
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (14.0, 14.0, 14.0, 14.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float i;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -61,11 +61,11 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 2.3
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (3, 3, 3, 3)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float i;
|
||||
|
||||
float4 main() : SV_TARGET
|
||||
@ -77,20 +77,20 @@ float4 main() : SV_TARGET
|
||||
|
||||
[test]
|
||||
uniform 0 float 0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (21.0, 1.0, 24.0, 0.0)
|
||||
uniform 0 float 1
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (22.0, 0.0, 23.0, 1.0)
|
||||
uniform 0 float 2
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (23.0, 1.0, 22.0, 0.0)
|
||||
uniform 0 float 3
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (24.0, 0.0, 21.0, 1.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float2 i;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -102,20 +102,20 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 0 0 0 0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
uniform 0 float4 1 0 0 0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (5.0, 6.0, 7.0, 8.0)
|
||||
uniform 0 float4 0 1 0 0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (5.0, 6.0, 7.0, 8.0)
|
||||
uniform 0 float4 1 1 0 0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (9.0, 10.0, 11.0, 12.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float4 a;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -130,7 +130,7 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 0 0 2.4 0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 120.0, 90.0, 4.0)
|
||||
|
||||
|
||||
@ -242,8 +242,8 @@ uniform 8 float 3.0
|
||||
uniform 12 float 4.0
|
||||
uniform 16 uint4 3 1 0 2
|
||||
uniform 20 uint4 0 3 1 2
|
||||
draw quad
|
||||
todo probe all rgba (1.0, 1.0, 1.0, 1.0)
|
||||
todo draw quad
|
||||
todo(sm<4) probe all rgba (1.0, 1.0, 1.0, 1.0)
|
||||
|
||||
[require]
|
||||
shader model >= 4.0
|
||||
|
@ -34,7 +34,7 @@ float4 main() : SV_TARGET
|
||||
|
||||
[test]
|
||||
uniform 0 float4 2.0 3.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.554700196, 0.832050323, 0.0, 0.0) 1
|
||||
|
||||
[pixel shader]
|
||||
|
@ -79,7 +79,7 @@ float4 main() : sv_target
|
||||
[test]
|
||||
uniform 0 float4 0.5 -0.1 0.0 0.0
|
||||
uniform 4 float4 0.6 0.4 -0.3 1.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.188, -0.308, 0.0, 0.0) 4
|
||||
|
||||
[pixel shader]
|
||||
@ -97,5 +97,5 @@ float4 main() : sv_target
|
||||
[test]
|
||||
uniform 0 float4 0.5 -0.1 0.2 0.0
|
||||
uniform 4 float4 0.6 0.4 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.188, -0.308, 0.0, 0.0) 4
|
||||
|
@ -25,8 +25,7 @@ void main(out float4 ret : sv_target)
|
||||
draw quad
|
||||
probe all rgba (0.1, 0.2, 0.3, 0.4)
|
||||
|
||||
[pixel shader]
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float f;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -38,14 +37,13 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.2
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.1, 0.2, 0.3, 0.4)
|
||||
uniform 0 float 0.8
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.5, 0.6, 0.7, 0.8)
|
||||
|
||||
[pixel shader]
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float f;
|
||||
|
||||
void main(out float4 ret : sv_target)
|
||||
@ -65,14 +63,13 @@ void main(out float4 ret : sv_target)
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.2
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.3, 0.4, 0.5, 0.6)
|
||||
uniform 0 float 0.8
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.1, 0.2, 0.3, 0.4)
|
||||
|
||||
[pixel shader]
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float f;
|
||||
|
||||
void main(out float4 ret : sv_target)
|
||||
@ -92,17 +89,16 @@ void main(out float4 ret : sv_target)
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.1
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.1, 0.2, 0.3, 0.4) 1
|
||||
uniform 0 float 0.5
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.2, 0.3, 0.4, 0.5) 1
|
||||
uniform 0 float 0.9
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.5, 0.6, 0.7, 0.8) 1
|
||||
|
||||
[pixel shader]
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float f;
|
||||
|
||||
void main(out float4 ret : sv_target)
|
||||
@ -119,17 +115,16 @@ void main(out float4 ret : sv_target)
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.1
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.1, 0.2, 0.3, 0.4) 1
|
||||
uniform 0 float 0.5
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.5, 0.6, 0.7, 0.8) 1
|
||||
uniform 0 float 0.9
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.4, 0.5, 0.6, 0.7) 1
|
||||
|
||||
[pixel shader]
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
void main(out float4 ret : sv_target)
|
||||
{
|
||||
ret = float4(0.1, 0.2, 0.3, 0.4);
|
||||
@ -143,11 +138,10 @@ void main(out float4 ret : sv_target)
|
||||
}
|
||||
|
||||
[test]
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.2, 0.4, 0.6, 0.8)
|
||||
|
||||
[pixel shader]
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float f;
|
||||
|
||||
void main(out float4 ret : sv_target)
|
||||
@ -166,27 +160,26 @@ void main(out float4 ret : sv_target)
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.1, 0.1, 0.1, 0.1) 1
|
||||
|
||||
uniform 0 float 0.1
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.2, 0.2, 0.2, 0.2) 1
|
||||
|
||||
uniform 0 float 0.3
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
|
||||
uniform 0 float 0.7
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.8, 0.8, 0.8, 0.8) 1
|
||||
|
||||
uniform 0 float 0.9
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.9, 0.9, 0.9, 0.9) 1
|
||||
|
||||
[pixel shader]
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float f;
|
||||
|
||||
void main(out float4 ret : sv_target)
|
||||
@ -211,13 +204,13 @@ void main(out float4 ret : sv_target)
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.2
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.2, 0.2, 0.2, 0.2)
|
||||
uniform 0 float 0.8
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.5, 0.5, 0.5, 0.5)
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
|
||||
uniform float4 f[3];
|
||||
|
||||
@ -243,21 +236,21 @@ void main(out float4 ret : sv_target)
|
||||
uniform 0 float4 0.3 0.0 0.0 0.0
|
||||
uniform 4 float4 0.0 0.0 0.0 0.0
|
||||
uniform 8 float4 0.1 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.1, 0.1, 0.1, 0.1) 1
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.1, 0.1, 0.1, 0.1) 1
|
||||
|
||||
uniform 4 float4 0.35 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.2, 0.2, 0.2, 0.2) 1
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.2, 0.2, 0.2, 0.2) 1
|
||||
|
||||
uniform 8 float4 0.5 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
|
||||
uniform 4 float4 2.0 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm>=6) probe all rgba (0.9, 0.9, 0.9, 0.9) 1
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.9, 0.9, 0.9, 0.9) 1
|
||||
|
@ -13,7 +13,7 @@ probe all rgba (0.0, -7.0, 8.0, 3.0) 4
|
||||
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 u;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -26,12 +26,12 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 -0.4 -6.6 7.6 3.4
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (-7.0, 8.0, 0.0, 3.0) 4
|
||||
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 u;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -42,5 +42,5 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 -1 0 2 10
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (-1.0, 0.0, 2.0, 10.0) 4
|
||||
|
@ -18,7 +18,7 @@ void main(float4 pos : position, out float2 tex : texcoord, out float4 out_pos :
|
||||
out_pos = pos;
|
||||
}
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
sampler s;
|
||||
Texture2D t;
|
||||
uniform float bias;
|
||||
@ -32,13 +32,13 @@ float4 main(float2 coord : texcoord) : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 6.5 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (10.0, 0.0, 10.0, 0.0)
|
||||
|
||||
uniform 0 float4 7.5 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (4.0, 0.0, 10.0, 0.0)
|
||||
|
||||
uniform 0 float4 8.5 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.0, 0.0, 10.0, 0.0)
|
||||
|
@ -14,7 +14,7 @@ levels 2
|
||||
|
||||
0.0 0.0 1.0 0.0
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
sampler s;
|
||||
Texture2D t;
|
||||
uniform float level;
|
||||
@ -26,20 +26,20 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 0.0 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (1.0, 0.0, 1.0, 0.0)
|
||||
uniform 0 float4 0.5 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.5, 0.0, 1.0, 0.0)
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.0, 0.0, 1.0, 0.0)
|
||||
|
||||
[require]
|
||||
shader model >= 3.0
|
||||
options: backcompat
|
||||
|
||||
[pixel shader fail(sm>=6)]
|
||||
[pixel shader todo(sm<4) fail(sm>=6)]
|
||||
sampler s;
|
||||
float level;
|
||||
|
||||
@ -50,11 +50,11 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 0.0 0.0 0.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 0.0, 1.0, 0.0)
|
||||
uniform 0 float4 0.5 0.0 0.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.5, 0.0, 1.0, 0.0)
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.0, 0.0, 1.0, 0.0)
|
||||
|
@ -7,7 +7,7 @@ size (2, 2)
|
||||
0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
|
||||
0.0 0.0 0.0 0.0 1.0 0.0 1.0 0.0
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
sampler s;
|
||||
Texture2D t;
|
||||
|
||||
@ -17,10 +17,10 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.25, 0, 0.25, 0)
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
SamplerState s;
|
||||
Texture2D t;
|
||||
|
||||
@ -30,7 +30,7 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.25, 0, 0.25, 0)
|
||||
|
||||
[pixel shader fail]
|
||||
|
@ -11,7 +11,7 @@ uniform 0 float4 0.7 -0.1 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
probe all rgba (0.7, 0.0, 1.0, 0.0)
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 u;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -22,5 +22,5 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 -2 0 2 -1
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.0, 0.0, 1.0, 0.0)
|
||||
|
@ -1,4 +1,4 @@
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float f;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -8,16 +8,16 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 1.0, 1.0, 1.0)
|
||||
uniform 0 float4 -1.0 0.0 0.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (-1.0, -1.0, -1.0, -1.0)
|
||||
uniform 0 float4 0.0 0.0 0.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.0, 0.0, 0.0, 0.0)
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 f;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -27,10 +27,10 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 1.0 2.0 3.0 4.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 1.0, 1.0, 1.0)
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float2x2 f;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -41,14 +41,14 @@ float4 main() : sv_target
|
||||
[test]
|
||||
uniform 0 float4 1.0 2.0 0.0 0.0
|
||||
uniform 4 float4 3.0 4.0 0.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 1.0, 1.0, 1.0)
|
||||
|
||||
[require]
|
||||
% SM1-3 doesn't support integral types
|
||||
shader model >= 4.0
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform int f;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -67,7 +67,7 @@ uniform 0 int4 0 0 0 0
|
||||
draw quad
|
||||
probe all rgba (0, 0, 0, 0)
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform int4 f;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -80,7 +80,7 @@ uniform 0 int4 1 2 3 4
|
||||
draw quad
|
||||
probe all rgba (1, 1, 1, 1)
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform int2x2 f;
|
||||
|
||||
float4 main() : sv_target
|
||||
|
@ -1,5 +1,3 @@
|
||||
|
||||
|
||||
[pixel shader]
|
||||
float4 main() : sv_target
|
||||
{
|
||||
@ -109,7 +107,7 @@ draw quad
|
||||
probe all rgba (0.028, 0.104, 0.216, 0.352) 6
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
// 4 division by zero warnings.
|
||||
// Only test compilation because result is implementation-dependent.
|
||||
float4 main() : sv_target
|
||||
|
@ -17,6 +17,7 @@ probe all rgba (0.8, 0.0, 0.0, 0.0)
|
||||
|
||||
|
||||
[pixel shader fail(sm<6)]
|
||||
// On SM1 this gives hr 0x88760b59.
|
||||
static uint i;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -135,7 +136,7 @@ float4 main(Texture2D tex2) : sv_target
|
||||
}
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
Texture2D real_tex;
|
||||
static Texture2D tex = real_tex;
|
||||
sampler sam;
|
||||
@ -146,11 +147,11 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (1, 2, 3, 4)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
Texture2D real_tex;
|
||||
static Texture2D tex;
|
||||
sampler sam;
|
||||
@ -162,7 +163,7 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (1, 2, 3, 4)
|
||||
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 f, p;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -9,7 +9,7 @@ float4 main() : sv_target
|
||||
[test]
|
||||
uniform 0 float4 5.0 -2.6 3.0 2.0
|
||||
uniform 4 float4 1.0 -4.3 3.0 4.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.0, 0.0, 1.0, 1.0)
|
||||
|
||||
|
||||
|
@ -3,7 +3,7 @@
|
||||
shader model < 6.0
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 x;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -13,14 +13,14 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 2.0 3.0 4.0 5.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (2.0, 3.0, 4.0, 5.0)
|
||||
uniform 0 float4 0.0 10.0 11.0 12.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (-1.0, 9.0, 10.0, 11.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 x;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -35,11 +35,11 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 1.1 3.0 4.0 5.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.1, 2.0, 0.0, 0.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float4 f;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -49,10 +49,9 @@ float4 main() : sv_target
|
||||
return float4(f1, f2, f3, 0.0);
|
||||
}
|
||||
|
||||
|
||||
[test]
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.5, 0.6, 0.7, 0.0)
|
||||
|
||||
|
||||
@ -68,7 +67,7 @@ float4 main() : sv_target
|
||||
uniform 0 float4 0.0 1.0 0.0 -3.0
|
||||
uniform 4 float4 1.0 2.0 3.0 4.0
|
||||
uniform 8 float4 5.0 6.0 7.0 8.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (5.0, 2.0, 7.0, 4.0)
|
||||
|
||||
|
||||
@ -247,7 +246,7 @@ draw quad
|
||||
probe all rgba (3.0, 3.0, 3.0, 3.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
|
||||
uniform float cond;
|
||||
uniform float4 a, b;
|
||||
@ -261,7 +260,7 @@ float4 main() : sv_target
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
uniform 4 float4 1.0 2.0 3.0 4.0
|
||||
uniform 8 float4 5.0 6.0 7.0 8.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
|
||||
|
||||
@ -296,7 +295,7 @@ float4 main() : sv_target
|
||||
uniform 0 float4 1.0 0.0 1.0 0.0
|
||||
uniform 4 float4 1.0 2.0 3.0 4.0
|
||||
uniform 8 float4 5.0 6.0 7.0 8.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 5.0, 1.0, 5.0)
|
||||
|
||||
|
||||
|
@ -5,7 +5,7 @@ void main(float4 pos : position, out float tex : texcoord, out float4 out_pos :
|
||||
out_pos = pos;
|
||||
}
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
float4 main(float tex : texcoord) : sv_target
|
||||
{
|
||||
tex = floor(tex + 0.25);
|
||||
@ -13,7 +13,7 @@ float4 main(float tex : texcoord) : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe ( 0, 0) rgba ( 0.00000000, 1.00000000, 0.00000000, 0.0)
|
||||
probe ( 1, 0) rgba ( 0.84147098, 0.54030231, 1.55740772, 0.0) 1024
|
||||
probe ( 2, 0) rgba ( 0.90929743, -0.41614684, -2.18503986, 0.0) 1024
|
||||
@ -32,7 +32,7 @@ probe (14, 0) rgba ( 0.99060736, 0.13673722, 7.24460662, 0.0) 1024
|
||||
probe (15, 0) rgba ( 0.65028784, -0.75968791, -0.85599340, 0.0) 1024
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 a;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -42,11 +42,11 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 0.0 0.52359877 2.61799387 3.14159265
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0.0, 500.0, 500.0, 0.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 a;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -56,11 +56,11 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (1000.0, 707.0, -0.0, -707.0)
|
||||
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 a;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -72,5 +72,5 @@ float4 main() : sv_target
|
||||
% tan(pi/2) is an asymtote and therefore undefined
|
||||
% so check 0, pi/4, 3pi/4, pi
|
||||
uniform 0 float4 0.0 0.78539816 2.35619449 3.14159265
|
||||
todo(sm>=6) draw quad
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
probe all rgba (0, 1000, -1000.0, 0)
|
||||
|
@ -1,4 +1,4 @@
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 u;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -8,13 +8,13 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 -0.5 6.5 7.5 3.4
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.0, 6.0, 7.0, 3.0)
|
||||
uniform 0 float4 -1.5 6.5 7.5 3.4
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (-1.0, 6.0, 7.0, 3.0)
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float4 u;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -27,7 +27,7 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 -0.5 6.5 7.5 3.4
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (6.0, 7.0, 0.0, 3.0)
|
||||
|
||||
[require]
|
||||
|
@ -1,6 +1,6 @@
|
||||
% Use a uniform to prevent the compiler from optimizing.
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform float i;
|
||||
float4 main() : SV_TARGET
|
||||
{
|
||||
@ -12,5 +12,5 @@ float4 main() : SV_TARGET
|
||||
|
||||
[test]
|
||||
uniform 0 float 2
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.5, 0.3, 0.8, 0.2)
|
||||
|
@ -968,8 +968,13 @@ unsigned int get_vb_stride(const struct shader_runner *runner, unsigned int slot
|
||||
return stride;
|
||||
}
|
||||
|
||||
static HRESULT map_unidentified_hrs(HRESULT hr)
|
||||
static HRESULT map_special_hrs(HRESULT hr)
|
||||
{
|
||||
if (hr == 0x88760b59)
|
||||
{
|
||||
trace("Mapping hr %#x (D3DXERR_INVALIDDATA) as %#x.\n", hr, E_FAIL);
|
||||
return E_FAIL;
|
||||
}
|
||||
if (hr == 0x80010064)
|
||||
{
|
||||
trace("Mapping unidentified hr %#x as %#x.\n", hr, E_FAIL);
|
||||
@ -1116,8 +1121,8 @@ static void compile_shader(struct shader_runner *runner, IDxcCompiler3 *dxc_comp
|
||||
|
||||
static const char *const shader_models[] =
|
||||
{
|
||||
[SHADER_MODEL_2_0] = "4_0",
|
||||
[SHADER_MODEL_3_0] = "4_0",
|
||||
[SHADER_MODEL_2_0] = "2_0",
|
||||
[SHADER_MODEL_3_0] = "3_0",
|
||||
[SHADER_MODEL_4_0] = "4_0",
|
||||
[SHADER_MODEL_4_1] = "4_1",
|
||||
[SHADER_MODEL_5_0] = "5_0",
|
||||
@ -1146,7 +1151,7 @@ static void compile_shader(struct shader_runner *runner, IDxcCompiler3 *dxc_comp
|
||||
sprintf(profile, "%s_%s", shader_type_string(type), shader_models[runner->minimum_shader_model]);
|
||||
hr = D3DCompile(source, len, NULL, NULL, NULL, "main", profile, runner->compile_options, 0, &blob, &errors);
|
||||
}
|
||||
hr = map_unidentified_hrs(hr);
|
||||
hr = map_special_hrs(hr);
|
||||
ok(hr == expect, "Got unexpected hr %#x.\n", hr);
|
||||
if (hr == S_OK)
|
||||
{
|
||||
|
@ -412,8 +412,8 @@ static bool compile_shader(struct vulkan_shader_runner *runner, const char *sour
|
||||
|
||||
static const char *const shader_models[] =
|
||||
{
|
||||
[SHADER_MODEL_2_0] = "4_0",
|
||||
[SHADER_MODEL_3_0] = "4_0",
|
||||
[SHADER_MODEL_2_0] = "2_0",
|
||||
[SHADER_MODEL_3_0] = "3_0",
|
||||
[SHADER_MODEL_4_0] = "4_0",
|
||||
[SHADER_MODEL_4_1] = "4_1",
|
||||
[SHADER_MODEL_5_0] = "5_0",
|
||||
@ -424,7 +424,11 @@ static bool compile_shader(struct vulkan_shader_runner *runner, const char *sour
|
||||
info.source.code = source;
|
||||
info.source.size = strlen(source);
|
||||
info.source_type = VKD3D_SHADER_SOURCE_HLSL;
|
||||
info.target_type = VKD3D_SHADER_TARGET_DXBC_TPF;
|
||||
if (runner->r.minimum_shader_model < SHADER_MODEL_4_0)
|
||||
info.target_type = VKD3D_SHADER_TARGET_D3D_BYTECODE;
|
||||
else
|
||||
info.target_type = VKD3D_SHADER_TARGET_DXBC_TPF;
|
||||
|
||||
info.log_level = VKD3D_SHADER_LOG_WARNING;
|
||||
|
||||
info.options = options;
|
||||
@ -468,7 +472,10 @@ static bool compile_shader(struct vulkan_shader_runner *runner, const char *sour
|
||||
|
||||
info.next = &spirv_info;
|
||||
info.source = *dxbc;
|
||||
info.source_type = VKD3D_SHADER_SOURCE_DXBC_TPF;
|
||||
if (runner->r.minimum_shader_model < SHADER_MODEL_4_0)
|
||||
info.source_type = VKD3D_SHADER_SOURCE_D3D_BYTECODE;
|
||||
else
|
||||
info.source_type = VKD3D_SHADER_SOURCE_DXBC_TPF;
|
||||
info.target_type = VKD3D_SHADER_TARGET_SPIRV_BINARY;
|
||||
|
||||
spirv_info.next = &interface_info;
|
||||
@ -1420,8 +1427,11 @@ void run_shader_tests_vulkan(void)
|
||||
if (!init_vulkan_runner(&runner))
|
||||
return;
|
||||
|
||||
trace("Compiling SM2-SM5 shaders with vkd3d-shader and executing with Vulkan\n");
|
||||
run_shader_tests(&runner.r, &vulkan_runner_ops, NULL, SHADER_MODEL_2_0, SHADER_MODEL_5_1);
|
||||
trace("Compiling SM2-SM3 shaders with vkd3d-shader and executing with Vulkan\n");
|
||||
run_shader_tests(&runner.r, &vulkan_runner_ops, NULL, SHADER_MODEL_2_0, SHADER_MODEL_3_0);
|
||||
|
||||
trace("Compiling SM4-SM5 shaders with vkd3d-shader and executing with Vulkan\n");
|
||||
run_shader_tests(&runner.r, &vulkan_runner_ops, NULL, SHADER_MODEL_4_0, SHADER_MODEL_5_1);
|
||||
|
||||
cleanup_vulkan_runner(&runner);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user