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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
@@ -7,6 +7,11 @@ float4 main(out Texture2D tex : TEXTURE) : sv_target
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}
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% dxcompiler crashes.
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[require]
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shader model < 6.0
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[pixel shader fail todo]
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struct params
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{
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@@ -23,7 +28,7 @@ float4 main(inout params x) : sv_target
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shader model >= 5.0
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[pixel shader todo]
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[pixel shader todo fail(sm>=6)]
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uniform float global;
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struct apple
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@@ -32,7 +37,12 @@ struct apple
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float4 pos : sv_position;
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};
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#ifdef __hlsl_dx_compiler
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uniform float param;
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float4 main(struct apple input) : sv_target
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#else
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float4 main(struct apple input, uniform float param) : sv_target
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#endif
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{
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return input.tex.Load(int3(0, 0, 0)) + global + param + input.pos;
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}
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@@ -89,7 +99,7 @@ filter linear linear linear
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address clamp clamp clamp
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[pixel shader todo]
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[pixel shader todo fail(sm>=6)]
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struct apple
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{
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Texture2D unused; // must reserve t1
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@@ -113,7 +123,7 @@ todo draw quad
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todo probe all rgba (416.0, 416.0, 416.0, 111.0)
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[pixel shader todo]
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[pixel shader todo fail(sm>=6)]
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Texture2D tex;
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struct apple
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@@ -157,7 +167,7 @@ filter point point point
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address clamp clamp clamp
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[pixel shader todo]
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[pixel shader todo fail(sm>=6)]
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Texture2D tex;
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sampler sam0; // must reserve s3
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