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tests/shader-runner: Add tests for acos and asin trig intrinsics.
Extracted by Conor McCarthy from an HLSL patch, and modified to include SM 6 variations.
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Notes:
Alexandre Julliard
2024-02-06 23:43:29 +01:00
Approved-by: Conor McCarthy (@cmccarthy) 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/602
@ -121,6 +121,7 @@ vkd3d_shader_tests = \
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tests/hlsl/initializer-struct.shader_test \
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tests/hlsl/intrinsic-override.shader_test \
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tests/hlsl/invalid.shader_test \
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tests/hlsl/inverse-trig.shader_test \
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tests/hlsl/is-front-face.shader_test \
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tests/hlsl/ldexp.shader_test \
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tests/hlsl/length.shader_test \
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92
tests/hlsl/inverse-trig.shader_test
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92
tests/hlsl/inverse-trig.shader_test
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@ -0,0 +1,92 @@
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% TPF does not define instructions for inverse trig; these intrinsics are
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% decomposed into other instructions. FXC emits code which may vary wrt other
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% implementations. DXIL defines intrinsics for inverse trig, to be implemented
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% by the backend.
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[pixel shader todo]
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uniform float4 a;
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float4 main() : sv_target
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{
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return float4(acos(a.x), 0.0, 0.0, 0.0);
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}
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[test]
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uniform 0 float4 -1.0 0.0 0.0 0.0
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todo draw quad
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probe all rgba (3.14159274, 0.0, 0.0, 0.0) 128
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uniform 0 float4 -0.5 0.0 0.0 0.0
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todo draw quad
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probe all rgba (2.094441441, 0.0, 0.0, 0.0) 256
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo draw quad
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probe all rgba (1.57072878, 0.0, 0.0, 0.0) 1024
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uniform 0 float4 0.5 0.0 0.0 0.0
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todo draw quad
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probe all rgba (1.04715133, 0.0, 0.0, 0.0) 512
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0) 128
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[pixel shader todo]
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uniform float4 a;
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float4 main() : sv_target
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{
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float4 result = float4(asin(a.x), 0.0, 0.0, 0.0);
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// Quantize to cover implementation variations, which are quite large for asin().
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return round(result * 20000.0);
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}
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[test]
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uniform 0 float4 -1.0 0.0 0.0 0.0
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todo draw quad
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probe all rgba (-31416.0, 0.0, 0.0, 0.0)
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[require]
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shader model < 6.0
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[test]
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uniform 0 float4 -0.5 0.0 0.0 0.0
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todo draw quad
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probe all rgba (-10473.0, 0.0, 0.0, 0.0)
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo draw quad
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probe all rgba (1.0, 0.0, 0.0, 0.0)
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uniform 0 float4 0.5 0.0 0.0 0.0
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todo draw quad
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probe all rgba (10473.0, 0.0, 0.0, 0.0)
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[require]
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shader model >= 6.0
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% We implement SM 6.0 inverse trig instructions using the native equivalents
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% available in the backend. The values below are from the AMD Windows drivers,
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% which are very close to those from Ubuntu's calculator app. Results from
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% RADV are a bit lower than these, hence the large max ulp difference.
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[test]
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uniform 0 float4 -0.5 0.0 0.0 0.0
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todo draw quad
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probe all rgba (-10472.0, 0.0, 0.0, 0.0) 4096
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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uniform 0 float4 0.5 0.0 0.0 0.0
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todo draw quad
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probe all rgba (10472.0, 0.0, 0.0, 0.0) 4096
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[require]
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% reset requirements
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo draw quad
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probe all rgba (31416.0, 0.0, 0.0, 0.0)
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