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tests: Add tests for register space reservation syntax.
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Notes:
Alexandre Julliard
2024-04-22 23:37:43 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/793
@ -171,6 +171,7 @@ vkd3d_shader_tests = \
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tests/hlsl/register-reservations-numeric.shader_test \
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tests/hlsl/register-reservations-numeric.shader_test \
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tests/hlsl/register-reservations-profile.shader_test \
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tests/hlsl/register-reservations-profile.shader_test \
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tests/hlsl/register-reservations-resources.shader_test \
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tests/hlsl/register-reservations-resources.shader_test \
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tests/hlsl/register-reservations-space.shader_test \
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tests/hlsl/return-implicit-conversion.shader_test \
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tests/hlsl/return-implicit-conversion.shader_test \
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tests/hlsl/return.shader_test \
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tests/hlsl/return.shader_test \
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tests/hlsl/round.shader_test \
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tests/hlsl/round.shader_test \
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139
tests/hlsl/register-reservations-space.shader_test
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139
tests/hlsl/register-reservations-space.shader_test
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@ -0,0 +1,139 @@
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% Tests for register space reservation syntax. We don't bother testing register
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% space here, since it's specific to d3d12 and would require reworking a lot of
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% the shader test code.
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[require]
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shader model >= 5.1
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[srv 0]
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size (2d, 1, 1)
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0.0 0.0 0.0 99.0
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[srv 1]
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size (2d, 1, 1)
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1.0 1.0 1.0 99.0
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[srv 2]
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size (2d, 1, 1)
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2.0 2.0 2.0 99.0
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[pixel shader todo]
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Texture2D tex1 : register(t1, space0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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probe all rgba (1, 1, 1, 99)
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[pixel shader todo fail(sm>=6)]
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Texture2D tex1 : register(t1, sPaCe0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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probe all rgba (1, 1, 1, 99)
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[pixel shader fail todo]
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Texture2D tex1 : register(space0, t1);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[pixel shader fail(sm<6)]
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Texture2D tex1 : register(ps, space0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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probe all rgba (0, 0, 0, 99)
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[pixel shader fail(sm<6)]
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Texture2D tex1 : register(space0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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probe all rgba (0, 0, 0, 99)
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% Specifying a profile is just broken. The first reservation (or, with sm6, the
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% last) is taken regardless of whether it actually matches the current profile.
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[pixel shader todo]
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Texture2D tex1 : register(vs, t1, space0) : register(ps, t2, space0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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if(sm>=6) probe all rgba (2, 2, 2, 99)
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if(sm<6) probe all rgba (1, 1, 1, 99)
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% This actually inheres to 5.1+; it doesn't matter whether "space" is specified.
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[pixel shader todo]
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Texture2D tex1 : register(vs, t1) : register(ps, t2);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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if(sm>=6) probe all rgba (2, 2, 2, 99)
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if(sm<6) probe all rgba (1, 1, 1, 99)
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% It's still illegal to specify multiple contradictory reservations with the
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% same profile...
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[pixel shader fail todo]
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Texture2D tex1 : register(vs, t1) : register(vs, t2);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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% ...but it's not illegal to specify e.g. ps alongside ps_5_1.
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[pixel shader todo]
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Texture2D tex1 : register(ps, t1) : register(ps_5_1, t2);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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if(sm>=6) probe all rgba (2, 2, 2, 99)
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if(sm<6) probe all rgba (1, 1, 1, 99)
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