tests/shader_runner_metal: Run the Metal shader runner with DXIL shaders.

This commit is contained in:
Giovanni Mascellani
2025-07-14 22:22:04 +02:00
committed by Henri Verbeet
parent d898923b1c
commit 3817df1164
Notes: Henri Verbeet 2025-08-04 15:08:24 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1619
87 changed files with 501 additions and 483 deletions

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@@ -26,10 +26,10 @@ float4 main() : sv_target
[test] [test]
uniform 0 float 2.0 uniform 0 float 2.0
draw quad draw quad
probe (0, 0) rgba(2, 8, 3, 1) todo(msl & sm>=6) probe (0, 0) f32(2, 8, 3, 1)
uniform 0 float -1.0 uniform 0 float -1.0
draw quad draw quad
probe (0, 0) rgba(1, 8, 3, 1) todo(msl & sm>=6) probe (0, 0) f32(1, 8, 3, 1)
[pixel shader] [pixel shader]
uniform float4 u; uniform float4 u;

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@@ -11,17 +11,17 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 -1.1 1.6 1.3 0.5 uniform 0 float4 -1.1 1.6 1.3 0.5
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[test] [test]
uniform 0 float4 0.0 1.6 1.3 0.5 uniform 0 float4 0.0 1.6 1.3 0.5
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[test] [test]
uniform 0 float4 1.0 0.0 1.3 0.5 uniform 0 float4 1.0 0.0 1.3 0.5
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader] [pixel shader]
@@ -34,12 +34,12 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 1.0 0.0 0.0 0.0 uniform 0 float4 1.0 0.0 0.0 0.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[test] [test]
uniform 0 float4 0.0 0.0 0.0 0.0 uniform 0 float4 0.0 0.0 0.0 0.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader] [pixel shader]
@@ -53,11 +53,11 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 1.0 2.0 0.0 0.0 uniform 0 float4 1.0 2.0 0.0 0.0
uniform 4 float4 3.0 4.0 0.0 0.0 uniform 4 float4 3.0 4.0 0.0 0.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[test] [test]
uniform 0 float4 1.0 2.0 0.0 0.0 uniform 0 float4 1.0 2.0 0.0 0.0
uniform 4 float4 0.0 4.0 0.0 0.0 uniform 4 float4 0.0 4.0 0.0 0.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)

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@@ -8,25 +8,25 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 1.0 1.0 1.0 1.0 uniform 0 float4 1.0 1.0 1.0 1.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 1.0 0.0 0.0 0.0 uniform 0 float4 1.0 0.0 0.0 0.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 1.0 0.0 0.0 uniform 0 float4 0.0 1.0 0.0 0.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 0.0 1.0 0.0 uniform 0 float4 0.0 0.0 1.0 0.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 0.0 0.0 1.0 uniform 0 float4 0.0 0.0 0.0 1.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 0.0 0.0 0.0 uniform 0 float4 0.0 0.0 0.0 0.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
uniform 0 float4 -1.0 -1.0 -1.0 -1.0 uniform 0 float4 -1.0 -1.0 -1.0 -1.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader] [pixel shader]
@@ -39,13 +39,13 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 1.0 0.0 0.0 0.0 uniform 0 float4 1.0 0.0 0.0 0.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 0.0 0.0 0.0 uniform 0 float4 0.0 0.0 0.0 0.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
uniform 0 float4 -1.0 0.0 0.0 0.0 uniform 0 float4 -1.0 0.0 0.0 0.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
@@ -60,27 +60,27 @@ float4 main() : sv_target
[test] [test]
if(sm<4) uniform 0 float4 1 1 1 1 if(sm<4) uniform 0 float4 1 1 1 1
if(sm>=4) uniform 0 uint4 1 1 1 1 if(sm>=4) uniform 0 uint4 1 1 1 1
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 1 0 0 0 if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0 if(sm>=4) uniform 0 uint4 1 0 0 0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 1 0 0 if(sm<4) uniform 0 float4 0 1 0 0
if(sm>=4) uniform 0 uint4 0 1 0 0 if(sm>=4) uniform 0 uint4 0 1 0 0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 1 0 if(sm<4) uniform 0 float4 0 0 1 0
if(sm>=4) uniform 0 uint4 0 0 1 0 if(sm>=4) uniform 0 uint4 0 0 1 0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 0 1 if(sm<4) uniform 0 float4 0 0 0 1
if(sm>=4) uniform 0 uint4 0 0 0 1 if(sm>=4) uniform 0 uint4 0 0 0 1
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 0 0 if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0 if(sm>=4) uniform 0 uint4 0 0 0 0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader] [pixel shader]
@@ -94,9 +94,9 @@ float4 main() : sv_target
[test] [test]
if(sm<4) uniform 0 float4 1 0 0 0 if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0 if(sm>=4) uniform 0 uint4 1 0 0 0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 0 0 if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0 if(sm>=4) uniform 0 uint4 0 0 0 0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)

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@@ -43,7 +43,7 @@ float4 main() : SV_TARGET
[test] [test]
uniform 0 float4 42.0 5.0 0.0 0.0 uniform 0 float4 42.0 5.0 0.0 0.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16 probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16
@@ -59,7 +59,7 @@ float4 main() : SV_TARGET
[test] [test]
uniform 0 float4 45.0 5.0 0.0 0.0 uniform 0 float4 45.0 5.0 0.0 0.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
@@ -74,7 +74,7 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 5.0 -42.1 4.0 45.0 uniform 0 float4 5.0 -42.1 4.0 45.0
uniform 4 float4 15.0 -5.0 4.1 5.0 uniform 4 float4 15.0 -5.0 4.1 5.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6 probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6
@@ -124,7 +124,7 @@ float4 main() : sv_target
uniform 0 float4 1.00000007 -42.1 4.0 45.0 uniform 0 float4 1.00000007 -42.1 4.0 45.0
uniform 4 float4 1.625 -5.0 4.125 5.0 uniform 4 float4 1.625 -5.0 4.125 5.0
uniform 8 float4 1.00000007 -1.0 0.5 -0.5 uniform 8 float4 1.00000007 -1.0 0.5 -0.5
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5) 1 probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5) 1
[require] [require]
@@ -279,7 +279,7 @@ if(sm>=6) uniform 0 uint 0
if(sm>=6) uniform 4 uint 0 if(sm>=6) uniform 4 uint 0
if(sm>=6) uniform 8 uint 0x4180 if(sm>=6) uniform 8 uint 0x4180
if(sm>=6) uniform 12 uint 0x4180 if(sm>=6) uniform 12 uint 0x4180
draw quad todo(msl & sm>=6) draw quad
todo(sm>=6) probe (0, 0) rgba(-1.5, 65.0, 1.25, 67.75) todo(sm>=6) probe (0, 0) rgba(-1.5, 65.0, 1.25, 67.75)
[pixel shader] [pixel shader]
@@ -327,7 +327,7 @@ if(sm>=6) uniform 0 uint 0xc100
if(sm>=6) uniform 4 uint 0x4300 if(sm>=6) uniform 4 uint 0x4300
if(sm>=6) uniform 8 uint 0x3800 if(sm>=6) uniform 8 uint 0x3800
if(sm>=6) uniform 12 uint 0xc480 if(sm>=6) uniform 12 uint 0xc480
draw quad todo(msl & sm>=6) draw quad
todo(sm>=6) probe (0, 0) rgba(3.75, 19.25, -0.75, -24.75) todo(sm>=6) probe (0, 0) rgba(3.75, 19.25, -0.75, -24.75)
[pixel shader] [pixel shader]
@@ -348,7 +348,7 @@ if(sm>=6) uniform 0 uint 0x4280
if(sm>=6) uniform 4 uint 0xe3ff if(sm>=6) uniform 4 uint 0xe3ff
if(sm>=6) uniform 8 uint 0xc780 if(sm>=6) uniform 8 uint 0xc780
if(sm>=6) uniform 12 uint 0x3000 if(sm>=6) uniform 12 uint 0x3000
draw quad todo(msl & sm>=6) draw quad
% The computation is potentially done in f16, but ULPs are relative to the f32 result. % The computation is potentially done in f16, but ULPs are relative to the f32 result.
todo(sm>=6) probe (0, 0) rgba (0.004962, 2047.0, -0.011451, -0.25) 8192 todo(sm>=6) probe (0, 0) rgba (0.004962, 2047.0, -0.011451, -0.25) 8192

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@@ -99,7 +99,7 @@ float4 main() : SV_TARGET
[test] [test]
uniform 0 float4 5.0 -7.0 0.0 -10.0 uniform 0 float4 5.0 -7.0 0.0 -10.0
draw quad draw quad
probe (0, 0) rgba (5.0, 7.0, 0.0, 10.0) todo(msl & sm>=6) probe (0, 0) f32(5.0, 7.0, 0.0, 10.0)
[pixel shader] [pixel shader]
uniform float4 a; uniform float4 a;
@@ -244,7 +244,7 @@ float4 main() : SV_TARGET
[test] [test]
uniform 0 int64_t2 5000000000 -7000000000 uniform 0 int64_t2 5000000000 -7000000000
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (5.0e9, 7.0e9, 0.0, 0.0) probe (0, 0) rgba (5.0e9, 7.0e9, 0.0, 0.0)
[pixel shader] [pixel shader]
@@ -325,7 +325,7 @@ uniform 0 uint 0
uniform 4 uint 0 uniform 4 uint 0
uniform 8 uint 0xffd uniform 8 uint 0xffd
uniform 12 uint 1 uniform 12 uint 1
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) i32(1, -0xfff, 0xffe, -0xffe) probe (0, 0) i32(1, -0xfff, 0xffe, -0xffe)
[pixel shader] [pixel shader]
@@ -344,14 +344,14 @@ uniform 4 uint 0xffe
% i is allocated differently between SM4-5 and SM6 % i is allocated differently between SM4-5 and SM6
uniform 5 uint 2 uniform 5 uint 2
uniform 8 uint 2 uniform 8 uint 2
draw quad todo(msl & sm>=6) draw quad
% In D3D12 with SM5 all reads to the array return 0 % In D3D12 with SM5 all reads to the array return 0
if(sm>=6 | !d3d12) probe (0, 0) u32(0xfffff803, 0x1ffd, 0, 0) if(sm>=6 | !d3d12) probe (0, 0) u32(0xfffff803, 0x1ffd, 0, 0)
uniform 0 uint 0 uniform 0 uint 0
uniform 4 uint 0 uniform 4 uint 0
uniform 5 uint 0 uniform 5 uint 0
uniform 8 uint 0 uniform 8 uint 0
draw quad todo(msl & sm>=6) draw quad
if(sm>=6 | !d3d12) probe (0, 0) u32(1, 2, 0, 0) if(sm>=6 | !d3d12) probe (0, 0) u32(1, 2, 0, 0)
[pixel shader] [pixel shader]
@@ -368,7 +368,7 @@ uniform 0 uint 7
uniform 4 uint 0xfffffff7 uniform 4 uint 0xfffffff7
uniform 8 uint 0xfffffff9 uniform 8 uint 0xfffffff9
uniform 12 uint 9 uniform 12 uint 9
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) i32(-21, -45, 21, 45) probe (0, 0) i32(-21, -45, 21, 45)
[pixel shader fail todo] [pixel shader fail todo]

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@@ -124,11 +124,11 @@ uint4 main() : sv_target
[test] [test]
uniform 0 uint 0 uniform 0 uint 0
uniform 4 uint 0 uniform 4 uint 0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) u32(0xfff, 0x7ff, 0, 0) probe (0, 0) u32(0xfff, 0x7ff, 0, 0)
uniform 0 uint 1 uniform 0 uint 1
uniform 4 uint 0xfff uniform 4 uint 0xfff
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) u32(0x1000, 0x17fe, 0, 0) probe (0, 0) u32(0x1000, 0x17fe, 0, 0)
[pixel shader] [pixel shader]
@@ -147,14 +147,14 @@ uniform 4 uint 0xffe
% i is allocated differently between SM4-5 and SM6 % i is allocated differently between SM4-5 and SM6
uniform 5 uint 2 uniform 5 uint 2
uniform 8 uint 2 uniform 8 uint 2
draw quad todo(msl & sm>=6) draw quad
% In D3D12 with SM5 all reads to the array return 0 % In D3D12 with SM5 all reads to the array return 0
if(sm>=6 | !d3d12) probe (0, 0) u32(0x801, 0x1ffd, 0, 0) if(sm>=6 | !d3d12) probe (0, 0) u32(0x801, 0x1ffd, 0, 0)
uniform 0 uint 0 uniform 0 uint 0
uniform 4 uint 0 uniform 4 uint 0
uniform 5 uint 0 uniform 5 uint 0
uniform 8 uint 0 uniform 8 uint 0
draw quad todo(msl & sm>=6) draw quad
if(sm>=6 | !d3d12) probe (0, 0) u32(1, 2, 0, 0) if(sm>=6 | !d3d12) probe (0, 0) u32(1, 2, 0, 0)
[pixel shader] [pixel shader]
@@ -171,7 +171,7 @@ uniform 0 uint 7
uniform 4 uint 9 uniform 4 uint 9
uniform 8 uint 0xff9 uniform 8 uint 0xff9
uniform 12 uint 0xff7 uniform 12 uint 0xff7
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) u32(21, 45, 0x2feb, 0x4fd3) probe (0, 0) u32(21, 45, 0x2feb, 0x4fd3)
[pixel shader] [pixel shader]

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@@ -36,7 +36,7 @@ float4 main() : SV_TARGET
[test] [test]
uniform 0 uint4 1 0 0 0 uniform 0 uint4 1 0 0 0
draw quad draw quad
probe (0, 0) rgba (2, -6, 2, -6) todo(msl & sm>=6) probe (0, 0) f32(2, -6, 2, -6)
[pixel shader] [pixel shader]
uniform uint4 nonconst; uniform uint4 nonconst;
@@ -73,7 +73,7 @@ float4 main() : SV_TARGET
[test] [test]
uniform 0 uint4 2 0 0 0 uniform 0 uint4 2 0 0 0
draw quad draw quad
probe (0, 0) rgba (20, -48, 20, -48) todo(msl & sm>=6) probe (0, 0) f32(20, -48, 20, -48)
[pixel shader fail] [pixel shader fail]
% Make sure that bitshifts DON'T work with floats % Make sure that bitshifts DON'T work with floats

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@@ -226,13 +226,13 @@ uint4 main() : sv_target
[test] [test]
uniform 0 uint4 0 0 0 0 uniform 0 uint4 0 0 0 0
todo(sm<6) draw quad todo(sm<6 | msl & sm>=6) draw quad
probe (0, 0) u32(0, 0xffffffff, 0xffffffff, 0xffffffff) probe (0, 0) u32(0, 0xffffffff, 0xffffffff, 0xffffffff)
uniform 0 uint4 0xffffffff 0xffffffff 0 0 uniform 0 uint4 0xffffffff 0xffffffff 0 0
todo(sm<6) draw quad todo(sm<6 | msl & sm>=6) draw quad
probe (0, 0) u32(32, 0, 31, 0xffffffff) probe (0, 0) u32(32, 0, 31, 0xffffffff)
uniform 0 uint4 0xcccccccc 0xcccccccc 0 0 uniform 0 uint4 0xcccccccc 0xcccccccc 0 0
todo(sm<6) draw quad todo(sm<6 | msl & sm>=6) draw quad
probe (0, 0) u32(16, 2, 31, 29) probe (0, 0) u32(16, 2, 31, 29)
[rtv 0] [rtv 0]

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@@ -27,7 +27,7 @@ float4 main() : SV_TARGET
uniform 0 float4 0.0 0.0 2.0 4.0 uniform 0 float4 0.0 0.0 2.0 4.0
if(sm<4) uniform 4 float4 0 1 0 10 if(sm<4) uniform 4 float4 0 1 0 10
if(sm>=4) uniform 4 int4 0 1 0 10 if(sm>=4) uniform 4 int4 0 1 0 10
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 10.0, 1.0, 11.0) probe (0, 0) rgba (0.0, 10.0, 1.0, 11.0)
@@ -42,5 +42,5 @@ float4 main() : sv_target
[test] [test]
if(sm<4) uniform 0 float4 1.0 1.0 1.0 0.0 if(sm<4) uniform 0 float4 1.0 1.0 1.0 0.0
if(sm>=4) uniform 0 uint4 0x00000001 0x00000002 0x80000000 0x00000000 if(sm>=4) uniform 0 uint4 0x00000001 0x00000002 0x80000000 0x00000000
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (2.0, 2.0, 2.0, 0.0) probe (0, 0) rgba (2.0, 2.0, 2.0, 0.0)

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@@ -49,5 +49,5 @@ float4 main(struct input i) : sv_target
} }
[test] [test]
draw triangle strip 4 todo(msl & sm>=6) draw triangle strip 4
probe (0, 0, 640, 480) rgba (0.0, 2.0, 2.0, 2.0) probe (0, 0, 640, 480) rgba (0.0, 2.0, 2.0, 2.0)

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@@ -33,7 +33,7 @@ float4 main(float4 pos : sv_position) : sv_target
} }
[test] [test]
todo(sm<6) draw quad todo(sm<6 | msl & sm>=6) draw quad
bug(mvk<1.2.11) probe (0, 0, 640, 480) rgba (2.0, 1.0, 0.0, 14.0) bug(mvk<1.2.11) probe (0, 0, 640, 480) rgba (2.0, 1.0, 0.0, 14.0)
@@ -50,7 +50,7 @@ float4 main(float4 pos : sv_position) : sv_target
} }
[test] [test]
todo(sm<6) draw quad todo(sm<6 | msl & sm>=6) draw quad
bug(mvk<1.2.11) probe (0, 0, 640, 480) rgba (2.0, 2.0, 0.0, 0.0) bug(mvk<1.2.11) probe (0, 0, 640, 480) rgba (2.0, 2.0, 0.0, 0.0)
@@ -67,7 +67,7 @@ float4 main(float4 pos : sv_position) : sv_target
} }
[test] [test]
todo(sm<6) draw quad todo(sm<6 | msl & sm>=6) draw quad
bug(mvk<1.2.11) probe (0, 0, 640, 480) rgba (2.0, 1.0, 0.0, 14.0) bug(mvk<1.2.11) probe (0, 0, 640, 480) rgba (2.0, 1.0, 0.0, 14.0)
@@ -84,5 +84,5 @@ float4 main(float4 pos : sv_position) : sv_target
} }
[test] [test]
todo(sm<6) draw quad todo(sm<6 | msl & sm>=6) draw quad
bug(mvk<1.2.11) probe (0, 0, 640, 480) rgba (45.0, 50.0, -14.0, -47.0) bug(mvk<1.2.11) probe (0, 0, 640, 480) rgba (45.0, 50.0, -14.0, -47.0)

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@@ -18,7 +18,7 @@ if(sm>=4) uniform 0 int -1
if(sm>=4) uniform 1 uint 3 if(sm>=4) uniform 1 uint 3
if(sm>=4) uniform 2 int -2 if(sm>=4) uniform 2 int -2
if(sm>=4) uniform 3 float 0.5 if(sm>=4) uniform 3 float 0.5
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5) probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)

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@@ -18,7 +18,7 @@ if(sm>=4) uniform 0 int -1
if(sm>=4) uniform 1 uint 3 if(sm>=4) uniform 1 uint 3
if(sm>=4) uniform 2 int -2 if(sm>=4) uniform 2 int -2
if(sm>=4) uniform 3 float 0.5 if(sm>=4) uniform 3 float 0.5
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5) probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)

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@@ -11,7 +11,7 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 10.3 -11.6 12.8 13.1 uniform 0 float4 10.3 -11.6 12.8 13.1
draw quad draw quad
probe (0, 0) rgba(10, -11, 12, 0) todo(msl & sm>=6) probe (0, 0) f32(10, -11, 12, 0)
[vertex shader] [vertex shader]
@@ -32,7 +32,7 @@ float4 main(float4 t1 : TEXCOORD1) : sv_target
[test] [test]
uniform 0 float4 -0.4 -0.7 -12.8 14.8 uniform 0 float4 -0.4 -0.7 -12.8 14.8
draw quad draw quad
probe (0, 0) rgba(0, 0, -12, 14) todo(msl & sm>=6) probe (0, 0) f32(0, 0, -12, 14)
[pixel shader] [pixel shader]
@@ -61,7 +61,7 @@ if(sm>=4) uniform 0 float 2.6
if(sm>=4) uniform 1 int -2 if(sm>=4) uniform 1 int -2
if(sm>=4) uniform 2 int -2 if(sm>=4) uniform 2 int -2
if(sm>=4) uniform 3 float -3.6 if(sm>=4) uniform 3 float -3.6
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5) probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)

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@@ -25,7 +25,7 @@ uniform 0 float 2.6
uniform 1 int 2 uniform 1 int 2
uniform 2 int -2 uniform 2 int -2
uniform 3 float -3.6 uniform 3 float -3.6
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5) probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)

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@@ -619,7 +619,7 @@ float4 main() : sv_target
} }
[test] [test]
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
@@ -850,7 +850,7 @@ uniform 4 float4 4.0 5.0 6.0 7.0
uniform 8 float4 8.0 9.0 10.0 11.0 uniform 8 float4 8.0 9.0 10.0 11.0
uniform 12 float4 12.0 13.0 14.0 15.0 uniform 12 float4 12.0 13.0 14.0 15.0
uniform 16 float4 16.0 17.0 18.0 19.0 uniform 16 float4 16.0 17.0 18.0 19.0
draw quad todo(msl & sm>=6) draw quad
probe (0, 0) rgba (124.0, 135.0, 146.0, 150.5) probe (0, 0) rgba (124.0, 135.0, 146.0, 150.5)
[require] [require]

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@@ -52,4 +52,4 @@ float4 main() : sv_target
if(sm<4) uniform 0 float4 -1 6 7 3 if(sm<4) uniform 0 float4 -1 6 7 3
if(sm>=4) uniform 0 int4 -1 6 7 3 if(sm>=4) uniform 0 int4 -1 6 7 3
draw quad draw quad
probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0) 4 todo(msl & sm>=6) probe (0, 0) f32(6.0, 7.0, -1.0, 3.0) 4

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@@ -124,8 +124,8 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 -2.0 0.0 0.0 0.0 uniform 0 float4 -2.0 0.0 0.0 0.0
todo(sm<4) draw quad todo(sm<4 | msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 -0.0 0.0 0.0 0.0 uniform 0 float4 -0.0 0.0 0.0 0.0
todo(sm<4) draw quad todo(sm<4 | msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)

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@@ -48,7 +48,7 @@ float4 main(const in float4 position : SV_Position) : SV_Target
[test] [test]
clear rtv 0 1.0 1.0 1.0 1.0 clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle strip 4 todo(sm<6 | msl) draw triangle strip 4
probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0) probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
[vb 1] [vb 1]
@@ -59,7 +59,7 @@ probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
[test] [test]
clear rtv 0 1.0 1.0 1.0 1.0 clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle strip 4 todo(sm<6 | msl) draw triangle strip 4
probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0) probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
[vb 1] [vb 1]
@@ -70,7 +70,7 @@ probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
[test] [test]
clear rtv 0 1.0 1.0 1.0 1.0 clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle strip 4 todo(sm<6 | msl) draw triangle strip 4
probe (0, 0, 640, 480) rgba(1.0, 1.0, 1.0, 1.0) probe (0, 0, 640, 480) rgba(1.0, 1.0, 1.0, 1.0)
[vb 1] [vb 1]
@@ -81,7 +81,7 @@ probe (0, 0, 640, 480) rgba(1.0, 1.0, 1.0, 1.0)
[test] [test]
clear rtv 0 1.0 1.0 1.0 1.0 clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle strip 4 todo(sm<6 | msl) draw triangle strip 4
probe rtv 0 (160, 240) rgba(0.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 240) rgba(1.0, 1.0, 1.0, 1.0) probe rtv 0 (480, 240) rgba(1.0, 1.0, 1.0, 1.0)
@@ -93,7 +93,7 @@ probe rtv 0 (480, 240) rgba(1.0, 1.0, 1.0, 1.0)
[test] [test]
clear rtv 0 1.0 1.0 1.0 1.0 clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle strip 4 todo(sm<6 | msl) draw triangle strip 4
probe rtv 0 (320, 120) rgba(0.0, 1.0, 0.0, 1.0) probe rtv 0 (320, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 360) rgba(1.0, 1.0, 1.0, 1.0) probe rtv 0 (320, 360) rgba(1.0, 1.0, 1.0, 1.0)
@@ -122,7 +122,7 @@ void main(uint id : SV_VertexID, out vs_out o)
[test] [test]
clear rtv 0 1.0 1.0 0.0 1.0 clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4 todo(sm<6 | msl) draw triangle strip 4
probe rtv 0 (160, 120) rgba(0.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
@@ -158,7 +158,7 @@ void main(uint id : SV_VertexID, out vs_out o)
[test] [test]
clear rtv 0 1.0 1.0 0.0 1.0 clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4 todo(sm<6 | msl) draw triangle strip 4
probe rtv 0 (160, 120) rgba(0.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
@@ -195,7 +195,7 @@ void main(uint id : SV_VertexID, out vs_out o)
[test] [test]
clear rtv 0 1.0 1.0 0.0 1.0 clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4 todo(sm<6 | msl) draw triangle strip 4
probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
@@ -236,7 +236,7 @@ void main(uint id : SV_VertexID, out vs_out o)
[test] [test]
clear rtv 0 1.0 1.0 0.0 1.0 clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4 todo(sm<6 | msl) draw triangle strip 4
probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
@@ -284,7 +284,7 @@ void main(uint id : SV_VertexID, out vs_out o)
[test] [test]
clear rtv 0 1.0 1.0 0.0 1.0 clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4 todo(sm<6 | msl) draw triangle strip 4
probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0) probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)

View File

@@ -9,20 +9,20 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 1 2 3 4 uniform 0 float4 1 2 3 4
todo(glsl) draw quad todo(glsl | msl & sm>=6) draw quad
probe (0, 0) rgba (1, 2, 3, 4) probe (0, 0) rgba (1, 2, 3, 4)
uniform 0 float4 9 8 7 6 uniform 0 float4 9 8 7 6
todo(glsl) draw quad todo(glsl | msl & sm>=6) draw quad
probe (0, 0) rgba (9, 8, 7, 6) probe (0, 0) rgba (9, 8, 7, 6)
uniform 0 float4 -1 8 7 6 uniform 0 float4 -1 8 7 6
todo(glsl) draw quad todo(glsl | msl & sm>=6) draw quad
probe (0, 0) rgba (9, 8, 7, 6) probe (0, 0) rgba (9, 8, 7, 6)
uniform 0 float4 9 0 7 6 uniform 0 float4 9 0 7 6
todo(glsl) draw quad todo(glsl | msl & sm>=6) draw quad
probe (0, 0) rgba (9, 0, 7, 6) probe (0, 0) rgba (9, 0, 7, 6)
uniform 0 float4 3 -8 3 0 uniform 0 float4 3 -8 3 0
todo(glsl) draw quad todo(glsl | msl & sm>=6) draw quad
probe (0, 0) rgba (9, 0, 7, 6) probe (0, 0) rgba (9, 0, 7, 6)
uniform 0 float4 3 3 3 -1 uniform 0 float4 3 3 3 -1
todo(glsl) draw quad todo(glsl | msl & sm>=6) draw quad
probe (0, 0) rgba (9, 0, 7, 6) probe (0, 0) rgba (9, 0, 7, 6)

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