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:
Conor McCarthy
2023-09-14 19:29:24 +10:00
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
133 changed files with 1284 additions and 572 deletions

View File

@@ -22,8 +22,10 @@ todo draw quad
probe all rgba (-1.0, -1.0, 2.0, 4.0)
% As above, but cast "x" to float4 first.
% In SM 6 a cast seems to implicitly promote the type to const,
% so it fails to match the parameter of func().
[pixel shader todo]
[pixel shader todo fail(sm>=6)]
uniform float4 f;
@@ -46,7 +48,7 @@ probe all rgba (-1.0, -1.0, 2.0, 4.0)
% As above, but declare "x" as float4 and cast it to int4.
[pixel shader todo]
[pixel shader todo fail(sm>=6)]
uniform float4 f;
@@ -71,13 +73,14 @@ probe all rgba (-1.0, -1.0, 2.0, 4.0)
shader model >= 4.0
[pixel shader todo]
uniform int4 i;
void func(inout float4 a)
{
a += 0.1;
}
float4 main(uniform int4 i) : sv_target
float4 main() : sv_target
{
int4 x = i;
func(x);