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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.
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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
@ -8,3 +8,31 @@ float4 main(uniform float3 u) : sv_target
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uniform 0 float4 -0.3 -0.1 0.7 0.0
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draw quad
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probe all rgba (-0.1, 0.7, -0.3, 0.3)
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[pixel shader todo]
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float4 main() : sv_target
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{
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float3x2 a = {6, 5, 4, 3, 2, 1};
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float2x3 b = {1, 2, 3, 4.2, 5.2, 6.2};
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float3x4 c = 5.5;
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float2x2 r = clamp(a, b, c);
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return float4(r);
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}
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[test]
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todo draw quad
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todo probe all rgba (5.5, 5.0, 4.2, 5.2)
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[pixel shader fail todo]
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float4 main() : sv_target
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{
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float2x2 a = {3.1, 3.1, 3.1, 3.1};
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float2x2 b = {1, 2, 3, 4};
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float4 c = {5.5, 4.5, 3.5, 2.5};
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clamp(a, b, c);
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return 0;
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}
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@ -30,3 +30,29 @@ uniform 0 int4 2 3 4 5
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uniform 4 int4 0 -10 10 100
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draw quad
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probe all rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030)
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[pixel shader todo]
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float4 main() : sv_target
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{
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float2x3 a = {1, 2, 3, 4, 5, 6};
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float3x2 b = {6, 5, 4, 3, 2, 1};
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float2x2 r = ldexp(a, b);
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return float4(r);
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}
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[test]
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todo draw quad
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todo probe all rgba (64.0, 64.0, 64.0, 40.0)
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[pixel shader fail todo]
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float4 main() : sv_target
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{
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float2x2 a = {1, 2, 3, 4};
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float1 b = {2};
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ldexp(a, b);
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return 0;
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}
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@ -34,3 +34,31 @@ uniform 4 int4 0 -10 10 1000000
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uniform 8 int4 0 1 -1 1000000
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draw quad
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probe all rgba (2.0, -10.0, -2.0, 1e12)
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[pixel shader todo]
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float4 main() : sv_target
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{
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float3x2 a = {6, 5, 4, 3, 2, 1};
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float2x3 b = {1, 2, 3, 4.2, 5.2, 6.2};
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float3x4 c = 2.4;
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float2x2 r = lerp(a, b, c);
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return float4(r);
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}
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[test]
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todo draw quad
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todo probe all rgba (-6.0, -2.2, 4.48, 8.28)
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[pixel shader fail todo]
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float4 main() : sv_target
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{
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float2x2 a = {0, 1, 2, 3};
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float2x2 b = {1, 2, 3, 4};
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float4 c = {0.5, 0.5, 0.5, 0.5};
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lerp(a, b, c);
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return 0;
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}
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@ -288,3 +288,33 @@ float4 main(float4 pos : sv_position) : sv_target
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[test]
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draw quad
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probe all rgba (78.0, 96.0, 114.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float2x3 a = float2x3(1, 2, 3, 4, 5, 6);
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float3x2 b = float3x2(6, 5, 4, 3, 2, 1);
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float2x2 r = mul(a, b);
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return float4(r);
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}
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[test]
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draw quad
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probe all rgba (20.0, 14.0, 56.0, 41.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float2x2 a = float2x2(1, 2, 3, 4);
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float2 b = float2(1, 2);
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float2 r = mul(a, b);
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return float4(r, 0, 0);
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}
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[test]
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draw quad
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probe all rgba (5.0, 11.0, 0.0, 0.0)
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@ -9,6 +9,7 @@ uniform 0 float4 0.7 -0.1 0.0 0.0
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draw quad
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probe all rgba (0.7, 2.1, 2.0, -1.0)
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[pixel shader]
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float4 main(uniform float4 u) : sv_target
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{
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@ -21,3 +22,29 @@ float4 main(uniform float4 u) : sv_target
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uniform 0 float4 0.7 -0.1 0.4 0.8
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draw quad
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probe all rgba (0.7, 0.8, 0.7, 0.2)
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[pixel shader todo]
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float4 main() : sv_target
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{
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float2x3 a = {1, 2, 3, 4, 5, 6};
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float3x2 b = {6, 5, 4, 3, 2, 1};
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float2x2 r = max(a, b);
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return float4(r);
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}
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[test]
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todo draw quad
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todo probe all rgba (6.0, 5.0, 4.0, 5.0)
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[pixel shader fail todo]
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float4 main() : sv_target
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{
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float2x2 a = {1, 2, 3, 4};
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float4 b = {4, 3, 2, 1};
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max(a, b);
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return 0;
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}
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@ -8,3 +8,29 @@ float4 main(uniform float4 u) : sv_target
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uniform 0 float4 0.4 0.8 2.5 2.0
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draw quad
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probe all rgba (0.512, 0.101192884, 0.64, 0.25) 4
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[pixel shader todo]
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float4 main() : sv_target
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{
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float2x3 a = {1, 2, 3, 4, 5, 6};
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float3x2 b = {6, 5, 4, 3, 2, 1};
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float2x2 r = pow(a, b);
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return float4(r);
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}
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[test]
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todo draw quad
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todo probe all rgba (1.0, 32.0, 256.0, 125.0)
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[pixel shader fail todo]
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float4 main() : sv_target
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{
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float2x2 a = {1, 2, 3, 4};
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float4 b = {1, 2, 3, 4};
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pow(a, b);
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return 0;
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}
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