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