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:
Giovanni Mascellani
2025-05-17 15:23:41 +02:00
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

View File

@@ -24,56 +24,6 @@ probe (0, 0) rgba (197.0, 218.0, 238.0, 257.0)
format r32g32b32a32-uint format r32g32b32a32-uint
size (2d, 640, 480) size (2d, 640, 480)
[pixel shader]
uniform min16uint2 u;
uint4 main() : sv_target
{
min16uint i = 0x7fff, j = 0xffff;
return uint4(u.x + i, u.y + j, 0, 0);
}
[require]
shader model >= 4.0
shader model < 6.0
[test]
uniform 0 uint4 0 0 0 0
todo(msl) draw quad
probe (0, 0) rgbaui (0x7fff, 0xffff, 0, 0)
[require]
shader model >= 6.0
[test]
uniform 0 uint4 0 0 0 0
draw quad
probe (0, 0) rgbaui (0x7fff, 0xffffffff, 0, 0)
% The code d3dcompiler_47 produces for this appears correct, but the result
% is still zero in Windows.
[pixel shader]
uniform min16uint4 u;
uniform uint i;
uint4 main() : sv_target
{
min16uint arr[4] = {1, 2, 0x7fff, 0xffff};
return uint4(u.x + arr[i], u.y + arr[i + 1], 0, 0);
}
[test]
uniform 0 uint4 0 0 0 0
uniform 4 uint 2
draw quad
probe (0, 0) rgbaui (0x7fff, 0xffffffff, 0, 0)
uniform 0 uint4 0 0 0 0
uniform 4 uint 0
draw quad
probe (0, 0) rgbaui (1, 2, 0, 0)
% In SM4-5 minimum precision integers in constant buffers are treated just like % In SM4-5 minimum precision integers in constant buffers are treated just like
% their 32-bit counterparts. % their 32-bit counterparts.