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tests/hlsl: Remove some tests from minimum-precision.shader_test.
Most of them fail on any native implementation I can put my hands on, including the CI. Equivalent, but hopefully better, tests were added to arithmetic-uint.shader_test and arithmetic-int-uniform.shader_test.
This commit is contained in:
committed by
Henri Verbeet
parent
cb1ee9cdd5
commit
3fb662c9e7
Notes:
Henri Verbeet
2025-05-24 21:47:37 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1507
@@ -24,56 +24,6 @@ probe (0, 0) rgba (197.0, 218.0, 238.0, 257.0)
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format r32g32b32a32-uint
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format r32g32b32a32-uint
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size (2d, 640, 480)
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size (2d, 640, 480)
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[pixel shader]
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uniform min16uint2 u;
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uint4 main() : sv_target
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{
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min16uint i = 0x7fff, j = 0xffff;
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return uint4(u.x + i, u.y + j, 0, 0);
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}
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[require]
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shader model >= 4.0
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shader model < 6.0
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[test]
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uniform 0 uint4 0 0 0 0
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todo(msl) draw quad
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probe (0, 0) rgbaui (0x7fff, 0xffff, 0, 0)
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[require]
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shader model >= 6.0
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[test]
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uniform 0 uint4 0 0 0 0
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draw quad
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probe (0, 0) rgbaui (0x7fff, 0xffffffff, 0, 0)
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% The code d3dcompiler_47 produces for this appears correct, but the result
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% is still zero in Windows.
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[pixel shader]
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uniform min16uint4 u;
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uniform uint i;
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uint4 main() : sv_target
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{
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min16uint arr[4] = {1, 2, 0x7fff, 0xffff};
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return uint4(u.x + arr[i], u.y + arr[i + 1], 0, 0);
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}
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[test]
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uniform 0 uint4 0 0 0 0
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uniform 4 uint 2
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draw quad
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probe (0, 0) rgbaui (0x7fff, 0xffffffff, 0, 0)
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uniform 0 uint4 0 0 0 0
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uniform 4 uint 0
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draw quad
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probe (0, 0) rgbaui (1, 2, 0, 0)
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% In SM4-5 minimum precision integers in constant buffers are treated just like
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% In SM4-5 minimum precision integers in constant buffers are treated just like
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% their 32-bit counterparts.
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% their 32-bit counterparts.
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