tests: Mark NaN conversion as todo on NVIDIA.

D3D mandates that NaN becomes zero when converted to unsigned[1],
while it doesn't look like that SPIR-V's OpConvertFToU has a similar
provision[2]. In practice, this seems to work on AMD and fails on
NVIDIA, where 0x80000000 is produced instead.

 [1] https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#22.17.4%20dtou
 [2] https://www.khronos.org/registry/SPIR-V/specs/unified1/SPIRV.html#Conversion

Signed-off-by: Giovanni Mascellani <gmascellani@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 2022-03-17 14:35:51 +01:00 committed by Alexandre Julliard
parent 8efbd4de51
commit 90827313f5

View File

@ -9939,6 +9939,7 @@ static void test_shader_instructions(void)
bool is_float64; bool is_float64;
bool is_todo; bool is_todo;
bool skip_on_warp; bool skip_on_warp;
bool todo_on_nvidia;
} }
uint_tests[] = uint_tests[] =
{ {
@ -10187,8 +10188,8 @@ static void test_shader_instructions(void)
{&ps_dge, {.d = {{1.5, 1.0}}}, {{0xffffffff}}, true}, {&ps_dge, {.d = {{1.5, 1.0}}}, {{0xffffffff}}, true},
{&ps_dlt, {.d = {{0.0, 1.0}}}, {{0xffffffff}}, true}, {&ps_dlt, {.d = {{0.0, 1.0}}}, {{0xffffffff}}, true},
{&ps_dlt, {.d = {{1.0, 1.0}}}, {{0x00000000}}, true}, {&ps_dlt, {.d = {{1.0, 1.0}}}, {{0x00000000}}, true},
{&ps_dtou, {.d = {{ -NAN}}}, {{ 0, 0 }}, true}, {&ps_dtou, {.d = {{ -NAN}}}, {{ 0, 0 }}, true, false, false, true},
{&ps_dtou, {.d = {{ NAN}}}, {{ 0, 0 }}, true}, {&ps_dtou, {.d = {{ NAN}}}, {{ 0, 0 }}, true, false, false, true},
{&ps_dtou, {.d = {{-INFINITY}}}, {{ 0, ~0u}}, true}, {&ps_dtou, {.d = {{-INFINITY}}}, {{ 0, ~0u}}, true},
{&ps_dtou, {.d = {{ INFINITY}}}, {{~0u, 0 }}, true}, {&ps_dtou, {.d = {{ INFINITY}}}, {{~0u, 0 }}, true},
{&ps_dtou, {.d = {{ -1.0}}}, {{ 0, 1 }}, true}, {&ps_dtou, {.d = {{ -1.0}}}, {{ 0, 1 }}, true},
@ -10605,6 +10606,7 @@ static void test_shader_instructions(void)
transition_resource_state(command_list, context.render_target, transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
todo_if(uint_tests[i].todo_on_nvidia && is_nvidia_device(context.device))
check_sub_resource_uvec4(context.render_target, 0, queue, command_list, &uint_tests[i].output.u); check_sub_resource_uvec4(context.render_target, 0, queue, command_list, &uint_tests[i].output.u);
reset_command_list(command_list, context.allocator); reset_command_list(command_list, context.allocator);