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tests/shader-runner: Test shaders with dxcompiler.
The location of dxcompiler should be set during configuration with 'DXCOMPILER_LIBS=-L/path/to/dxcompiler', and then at runtime with LD_LIBRARY_PATH, WINEPATH or PATH as applicable. A new 'fail(sm<6)' decoration is needed on many shader declarations because dxcompiler succeeds on many shaders which fail with fxc. The opposite case is less common and is flagged with 'fail(sm>=6)'. A few tests cause dxcompiler to crash or hang, so these are avoided using [require], which now skips tests until reset instead of exiting. Also, 'todo(sm<6)' and 'todo(sm>=6)' are used to separate checking of results.
This commit is contained in:
committed by
Alexandre Julliard
parent
d211160b89
commit
57280673e5
Notes:
Alexandre Julliard
2023-10-11 22:53:48 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/346
@@ -13,7 +13,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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draw quad
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todo(sm>=6) draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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[pixel shader]
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@@ -31,7 +31,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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draw quad
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todo(sm>=6) draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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% SM1 buffer offset allocation follows different rules than SM4.
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@@ -72,7 +72,7 @@ uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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uniform 12 float4 12.0 13.0 14.0 15.0
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draw quad
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todo(sm>=6) draw quad
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probe all rgba (0.0, 2.0, 4.0, 8.0)
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@@ -93,7 +93,7 @@ float4 main() : sv_target
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uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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draw quad
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todo(sm>=6) draw quad
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probe all rgba (0.0, 4.0, 8.0, 9.0)
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@@ -119,11 +119,11 @@ uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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uniform 12 float4 12.0 13.0 14.0 15.0
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draw quad
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todo(sm>=6) draw quad
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probe all rgba (0.0, 4.0, 5.0, 6.0)
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[pixel shader fail]
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[pixel shader fail(sm<6)]
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// Elements cannot overlap if buffer is used.
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cbuffer buffer
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{
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@@ -134,9 +134,17 @@ cbuffer buffer
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float4 main() : sv_target
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{
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return c;
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return float4(c, a[1].x, b[0].x, b[1].x);
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}
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 4 float4 2.0 0.0 0.0 0.0
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uniform 8 float4 3.0 0.0 0.0 0.0
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uniform 12 float4 4.0 0.0 0.0 0.0
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todo draw quad
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probe all rgba (1.0, 3.0, 3.0, 4.0)
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[pixel shader]
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// Elements can overlap if buffer is not used.
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@@ -168,7 +176,7 @@ float4 main() : sv_target
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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uniform 8 float4 9.0 10.0 11.0 12.0
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draw quad
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todo(sm>=6) draw quad
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probe all rgba (509, 610, 711, 812)
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@@ -196,7 +204,7 @@ uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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uniform 12 float4 12.0 13.0 14.0 15.0
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draw quad
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todo(sm>=6) draw quad
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probe all rgba (12468.0, 13509.0, 14010.0, 15011.0)
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@@ -213,7 +221,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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draw quad
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todo(sm>=6) draw quad
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probe all rgba (2.0, 3.0, 2.0, 3.0)
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@@ -230,7 +238,7 @@ float4 main() : sv_target
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}
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[pixel shader fail]
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[pixel shader fail(sm<6)]
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// Matrices must be aligned.
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cbuffer buffer
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{
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@@ -243,7 +251,7 @@ float4 main() : sv_target
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}
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[pixel shader fail]
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[pixel shader fail(sm<6)]
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// Arrays must be aligned.
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cbuffer buffer
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{
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@@ -256,7 +264,7 @@ float4 main() : sv_target
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}
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[pixel shader fail]
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[pixel shader fail(sm<6)]
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// Structs must be aligned.
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struct apple
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{
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@@ -318,11 +326,11 @@ float4 main() : sv_target
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uniform 0 float 1.0
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uniform 1 float 2.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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draw quad
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todo(sm>=6) draw quad
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probe all rgba (512.0, 612.0, 712.0, 812.0)
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[pixel shader fail]
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[pixel shader fail(sm<6)]
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// packoffset cannot be used unless all elements use it.
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cbuffer buffer
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{
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@@ -349,7 +357,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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draw quad
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todo(sm>=6) draw quad
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probe all rgba (3.0, 4.0, 3.0, 4.0)
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@@ -491,7 +499,7 @@ float4 main() : sv_target
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 4 float4 0.0 2.0 0.0 0.0
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uniform 8 float4 0.0 0.0 3.0 0.0
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draw quad
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todo(sm>=6) draw quad
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probe all rgba (1.0, 2.0, 0.0, 4.0)
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@@ -541,14 +549,14 @@ float4 main() : sv_target
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}
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[test]
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draw quad
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todo(sm>=6) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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% Samplers cannot have packoffset(), unless register() is also specified, or they are not used.
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% Note: In SM1 the rules are different: packoffset() is allowed for samplers, but they cannot be
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% used together with other numeric fields, which seems like a bug.
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[pixel shader fail todo]
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[pixel shader fail(sm<6) todo]
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Texture2D tex;
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cbuffer buffer
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@@ -599,7 +607,7 @@ float4 main() : sv_target
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% When packoffset is used in one field, resources are also expected to have a reservation.
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[pixel shader fail]
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[pixel shader fail(sm<6)]
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cbuffer buffer
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{
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float4 foo : packoffset(c0);
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@@ -611,7 +619,7 @@ float4 main() : sv_target
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return 0;
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}
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[pixel shader fail]
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[pixel shader fail(sm<6)]
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cbuffer buffer
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{
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float4 foo : packoffset(c0);
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@@ -649,7 +657,7 @@ float4 main() : sv_target
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}
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% Using register() alone is considered manual packing for resources, so the other fields expect packoffset().
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[pixel shader fail]
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[pixel shader fail(sm<6)]
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cbuffer buffer
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{
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float4 foo;
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@@ -661,7 +669,7 @@ float4 main() : sv_target
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return 0;
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}
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[pixel shader fail]
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[pixel shader fail(sm<6)]
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cbuffer buffer
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{
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float4 foo;
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@@ -718,5 +726,5 @@ uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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uniform 12 float4 12.0 13.0 14.0 15.0
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draw quad
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todo(sm>=6) draw quad
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probe all rgba (124.0, 135.0, 146.0, 150.5)
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