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tests: Add visual test for ne instruction.
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@ -38,6 +38,7 @@ typedef int HRESULT;
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#include <inttypes.h>
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#include <limits.h>
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#include <math.h>
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#define COBJMACROS
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#define INITGUID
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@ -61,6 +62,11 @@ struct vec4
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float x, y, z, w;
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};
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struct uvec4
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{
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unsigned int x, y, z, w;
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};
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static BOOL compare_float(float f, float g, unsigned int ulps)
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{
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int x, y;
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@ -3685,6 +3691,29 @@ static void test_shader_instructions(void)
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0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_dot2 = {ps_dot2_code, sizeof(ps_dot2_code)};
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static const DWORD ps_ne_code[] =
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{
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#if 0
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float4 src0;
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float4 src1;
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void main(out float4 dst : SV_Target)
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{
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dst = (uint4)0;
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if (src0.x != src1.x)
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dst.x = asfloat(0xffffffff);
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}
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#endif
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0x43425844, 0x5bbb7f90, 0x1a44971c, 0x4ee3d92e, 0x149ceecf, 0x00000001, 0x000000e8, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000070, 0x00000050, 0x0000001c,
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0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000,
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0x09000039, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020800a, 0x00000000,
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0x00000001, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_ne = {ps_ne_code, sizeof(ps_ne_code)};
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static const DWORD ps_if_code[] =
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{
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/* compiled with /Gfp option */
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@ -3719,15 +3748,27 @@ static void test_shader_instructions(void)
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struct vec4 src0;
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struct vec4 src1;
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} input;
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struct vec4 output;
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union
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{
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struct vec4 f;
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struct uvec4 u;
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} output;
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}
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tests[] =
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{
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{&ps_dot2, {{1.0f, 1.0f}, {1.0f, 1.0f}}, {2.0f}},
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{&ps_dot2, {{1.0f, 1.0f}, {2.0f, 3.0f}}, {5.0f}},
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{&ps_dot2, {{1.0f, 1.0f}, {1.0f, 1.0f}}, {{2.0f}}},
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{&ps_dot2, {{1.0f, 1.0f}, {2.0f, 3.0f}}, {{5.0f}}},
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{&ps_if, {{0.0f}}, {1.0f, 0.0f, 0.0f, 1.0f}},
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{&ps_if, {{1.0f}}, {0.0f, 1.0f, 0.0f, 1.0f}},
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{&ps_ne, {{0.0f}, {0.0f}}, {.u = {0x00000000}}},
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{&ps_ne, {{1.0f}, {0.0f}}, {.u = {0xffffffff}}},
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{&ps_ne, {{0.0f}, {1.0f}}, {.u = {0xffffffff}}},
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{&ps_ne, {{1.0f}, {1.0f}}, {.u = {0x00000000}}},
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{&ps_ne, {{0.0f}, {NAN}}, {.u = {0xffffffff}}},
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{&ps_ne, {{1.0f}, {NAN}}, {.u = {0xffffffff}}},
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{&ps_ne, { {NAN}, {NAN}}, {.u = {0xffffffff}}},
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{&ps_if, {{0.0f}}, {{1.0f, 0.0f, 0.0f, 1.0f}}},
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{&ps_if, {{1.0f}}, {{0.0f, 1.0f, 0.0f, 1.0f}}},
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};
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memset(&desc, 0, sizeof(desc));
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@ -3813,10 +3854,10 @@ static void test_shader_instructions(void)
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for (x = 0; x < context.render_target_desc.Width; ++x)
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{
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const struct vec4 *v = get_readback_vec4(&rb, x, y);
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ok(compare_vec4(v, &tests[i].output, 0),
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ok(compare_vec4(v, &tests[i].output.f, 0),
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"Got %.8e, %.8e, %.8e, %.8e expected %.8e, %.8e, %.8e, %.8e.\n",
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v->x, v->y, v->z, v->w, tests[i].output.x, tests[i].output.y,
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tests[i].output.z, tests[i].output.w);
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v->x, v->y, v->z, v->w, tests[i].output.f.x, tests[i].output.f.y,
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tests[i].output.f.z, tests[i].output.f.w);
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}
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}
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release_resource_readback(&rb);
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