tests: Test for common type conversion for element-wise intrinsics.

Some intrinsics have different rules for the allowed data types than
expressions:

- Vectors and matrices at the same time are not allowed, regardless of
  their dimensions. Even if they have the same number of components.

- Any combination of matrices is always allowed, even those when no
  matrix fits inside another, e.g.:
  float2x3 is compatible with float3x2, resulting in float 2x2.
  The common data type is the min on each dimension.

This is the case for max, pow, ldexp, clamp and smoothstep; which suggest that
it is the case for all intrinsics where the operation is applied element-wise.

Tests for mul() are also added as a counter-example where the operation
is not element-wise.
This commit is contained in:
Francisco Casas 2022-11-07 11:54:11 -03:00 committed by Alexandre Julliard
parent a7bb5a0835
commit 86c35fc79d
Notes: Alexandre Julliard 2023-01-11 22:39:00 +01:00
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/53
6 changed files with 165 additions and 0 deletions

View File

@ -8,3 +8,31 @@ float4 main(uniform float3 u) : sv_target
uniform 0 float4 -0.3 -0.1 0.7 0.0
draw quad
probe all rgba (-0.1, 0.7, -0.3, 0.3)
[pixel shader todo]
float4 main() : sv_target
{
float3x2 a = {6, 5, 4, 3, 2, 1};
float2x3 b = {1, 2, 3, 4.2, 5.2, 6.2};
float3x4 c = 5.5;
float2x2 r = clamp(a, b, c);
return float4(r);
}
[test]
todo draw quad
todo probe all rgba (5.5, 5.0, 4.2, 5.2)
[pixel shader fail todo]
float4 main() : sv_target
{
float2x2 a = {3.1, 3.1, 3.1, 3.1};
float2x2 b = {1, 2, 3, 4};
float4 c = {5.5, 4.5, 3.5, 2.5};
clamp(a, b, c);
return 0;
}

View File

@ -30,3 +30,29 @@ uniform 0 int4 2 3 4 5
uniform 4 int4 0 -10 10 100
draw quad
probe all rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030)
[pixel shader todo]
float4 main() : sv_target
{
float2x3 a = {1, 2, 3, 4, 5, 6};
float3x2 b = {6, 5, 4, 3, 2, 1};
float2x2 r = ldexp(a, b);
return float4(r);
}
[test]
todo draw quad
todo probe all rgba (64.0, 64.0, 64.0, 40.0)
[pixel shader fail todo]
float4 main() : sv_target
{
float2x2 a = {1, 2, 3, 4};
float1 b = {2};
ldexp(a, b);
return 0;
}

View File

@ -34,3 +34,31 @@ uniform 4 int4 0 -10 10 1000000
uniform 8 int4 0 1 -1 1000000
draw quad
probe all rgba (2.0, -10.0, -2.0, 1e12)
[pixel shader todo]
float4 main() : sv_target
{
float3x2 a = {6, 5, 4, 3, 2, 1};
float2x3 b = {1, 2, 3, 4.2, 5.2, 6.2};
float3x4 c = 2.4;
float2x2 r = lerp(a, b, c);
return float4(r);
}
[test]
todo draw quad
todo probe all rgba (-6.0, -2.2, 4.48, 8.28)
[pixel shader fail todo]
float4 main() : sv_target
{
float2x2 a = {0, 1, 2, 3};
float2x2 b = {1, 2, 3, 4};
float4 c = {0.5, 0.5, 0.5, 0.5};
lerp(a, b, c);
return 0;
}

View File

@ -288,3 +288,33 @@ float4 main(float4 pos : sv_position) : sv_target
[test]
draw quad
probe all rgba (78.0, 96.0, 114.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float2x3 a = float2x3(1, 2, 3, 4, 5, 6);
float3x2 b = float3x2(6, 5, 4, 3, 2, 1);
float2x2 r = mul(a, b);
return float4(r);
}
[test]
draw quad
probe all rgba (20.0, 14.0, 56.0, 41.0)
[pixel shader]
float4 main() : sv_target
{
float2x2 a = float2x2(1, 2, 3, 4);
float2 b = float2(1, 2);
float2 r = mul(a, b);
return float4(r, 0, 0);
}
[test]
draw quad
probe all rgba (5.0, 11.0, 0.0, 0.0)

View File

@ -9,6 +9,7 @@ uniform 0 float4 0.7 -0.1 0.0 0.0
draw quad
probe all rgba (0.7, 2.1, 2.0, -1.0)
[pixel shader]
float4 main(uniform float4 u) : sv_target
{
@ -21,3 +22,29 @@ float4 main(uniform float4 u) : sv_target
uniform 0 float4 0.7 -0.1 0.4 0.8
draw quad
probe all rgba (0.7, 0.8, 0.7, 0.2)
[pixel shader todo]
float4 main() : sv_target
{
float2x3 a = {1, 2, 3, 4, 5, 6};
float3x2 b = {6, 5, 4, 3, 2, 1};
float2x2 r = max(a, b);
return float4(r);
}
[test]
todo draw quad
todo probe all rgba (6.0, 5.0, 4.0, 5.0)
[pixel shader fail todo]
float4 main() : sv_target
{
float2x2 a = {1, 2, 3, 4};
float4 b = {4, 3, 2, 1};
max(a, b);
return 0;
}

View File

@ -8,3 +8,29 @@ float4 main(uniform float4 u) : sv_target
uniform 0 float4 0.4 0.8 2.5 2.0
draw quad
probe all rgba (0.512, 0.101192884, 0.64, 0.25) 4
[pixel shader todo]
float4 main() : sv_target
{
float2x3 a = {1, 2, 3, 4, 5, 6};
float3x2 b = {6, 5, 4, 3, 2, 1};
float2x2 r = pow(a, b);
return float4(r);
}
[test]
todo draw quad
todo probe all rgba (1.0, 32.0, 256.0, 125.0)
[pixel shader fail todo]
float4 main() : sv_target
{
float2x2 a = {1, 2, 3, 4};
float4 b = {1, 2, 3, 4};
pow(a, b);
return 0;
}