tests/hlsl: Skip a shader model 6 floating-point comparison test on Windows NVIDIA.

This commit is contained in:
Giovanni Mascellani
2025-09-20 22:52:58 +02:00
committed by Henri Verbeet
parent fdf196ce13
commit 463df8e1ea
Notes: Henri Verbeet 2025-09-29 13:05:17 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1751
4 changed files with 10 additions and 2 deletions

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@@ -61,7 +61,8 @@ if(sm<4) todo probe (0,0) rgba (1010101.0, 11001100.0, 1101001.0, 11.0)
% SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN.
if(sm>=4 & sm<6) todo probe (0,0) rgba (1010101.0, 0.0, 1101001.0, 1.0)
% SM6 emits the correct ordered/unordered instructions, so comparisons are false for NaN, and are made true with 'not'.
if(sm>=6) probe (0,0) rgba (1010101.0, 11110000.0, 1101001.0, 1.0)
% However the Windows NVIDIA driver incorrectly evalutes ord(NaN, ...).
if(sm>=6 & !windows | sm>=6 & !nvidia) probe (0,0) f32(1010101.0, 11110000.0, 1101001.0, 1.0)
% In shader model 2.0, native compares two numbers for equality checking if (a - b)*(a - b) is