tests: Test matrix multiplication.

Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Giovanni Mascellani 2022-02-11 21:04:04 +01:00 committed by Alexandre Julliard
parent 02ac34d0a2
commit 6426161fea
2 changed files with 292 additions and 0 deletions

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@ -79,6 +79,7 @@ vkd3d_shader_tests = \
tests/hlsl-invalid.shader_test \ tests/hlsl-invalid.shader_test \
tests/hlsl-majority-pragma.shader_test \ tests/hlsl-majority-pragma.shader_test \
tests/hlsl-majority-typedef.shader_test \ tests/hlsl-majority-typedef.shader_test \
tests/hlsl-mul.shader_test \
tests/hlsl-nested-arrays.shader_test \ tests/hlsl-nested-arrays.shader_test \
tests/hlsl-numeric-constructor-truncation.shader_test \ tests/hlsl-numeric-constructor-truncation.shader_test \
tests/hlsl-numeric-types.shader_test \ tests/hlsl-numeric-types.shader_test \
@ -319,6 +320,7 @@ XFAIL_TESTS = \
tests/hlsl-intrinsic-override.shader_test \ tests/hlsl-intrinsic-override.shader_test \
tests/hlsl-majority-pragma.shader_test \ tests/hlsl-majority-pragma.shader_test \
tests/hlsl-majority-typedef.shader_test \ tests/hlsl-majority-typedef.shader_test \
tests/hlsl-mul.shader_test \
tests/hlsl-nested-arrays.shader_test \ tests/hlsl-nested-arrays.shader_test \
tests/hlsl-numeric-constructor-truncation.shader_test \ tests/hlsl-numeric-constructor-truncation.shader_test \
tests/hlsl-numeric-types.shader_test \ tests/hlsl-numeric-types.shader_test \

290
tests/hlsl-mul.shader_test Normal file
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@ -0,0 +1,290 @@
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float4 y = float4(1.0, 2.0, 3.0, 4.0);
return mul(x, y);
}
[test]
draw quad
probe all rgba (30.0, 70.0, 110.0, 150.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float4 x = float4(1.0, 2.0, 3.0, 4.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y);
}
[test]
draw quad
probe all rgba (90.0, 100.0, 110.0, 120.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float3 y = float3(1.0, 2.0, 3.0);
return mul(x, y);
}
[test]
draw quad
probe all rgba (14.0, 38.0, 62.0, 86.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float3 x = float3(1.0, 2.0, 3.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y);
}
[test]
draw quad
probe all rgba (38.0, 44.0, 50.0, 56.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float3x3 x = float3x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0,
7.0, 8.0, 9.0);
float4 y = float4(1.0, 2.0, 3.0, 4.0);
return float4(mul(x, y), 0.0);
}
[test]
draw quad
probe all rgba (14.0, 32.0, 50.0, 0.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float4 x = float4(1.0, 2.0, 3.0, 4.0);
float3x3 y = float3x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0,
7.0, 8.0, 9.0);
return float4(mul(x, y), 0.0);
}
[test]
draw quad
probe all rgba (30.0, 36.0, 42.0, 0.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float x = 10.0;
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y)[1];
}
[test]
draw quad
probe all rgba (50.0, 60.0, 70.0, 80.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float y = 10.0;
return mul(x, y)[1];
}
[test]
draw quad
probe all rgba (50.0, 60.0, 70.0, 80.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float1 x = float1(10.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y);
}
[test]
draw quad
probe all rgba (10.0, 20.0, 30.0, 40.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float1 y = float1(10.0);
return mul(x, y);
}
[test]
draw quad
probe all rgba (10.0, 50.0, 90.0, 130.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float1x1 x = float1x1(10.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y);
}
[test]
draw quad
probe all rgba (10.0, 20.0, 30.0, 40.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float1x1 y = float1x1(10.0);
return mul(x, y);
}
[test]
draw quad
probe all rgba (10.0, 50.0, 90.0, 130.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y);
}
[test]
draw quad
probe all rgba (90.0, 100.0, 110.0, 120.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
return mul(x, y)[1];
}
[test]
draw quad
probe all rgba (5.0, 10.0, 15.0, 20.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y)[1];
}
[test]
draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
return mul(x, y);
}
[test]
draw quad
probe all rgba (30.0, 70.0, 110.0, 150.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float3x3 x = float3x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0,
7.0, 8.0, 9.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y)[1];
}
[test]
draw quad
probe all rgba (83.0, 98.0, 113.0, 128.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float3x3 y = float3x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0,
7.0, 8.0, 9.0);
return float4(mul(x, y)[1], 0.0);
}
[test]
draw quad
probe all rgba (78.0, 96.0, 114.0, 0.0)