tests/hlsl: Add semantic cascading tests.

Co-authored-by: Petrichor Park <ppark@codeweavers.com>
This commit is contained in:
Francisco Casas
2025-06-16 16:29:48 -04:00
committed by Henri Verbeet
parent 7e66d0db6f
commit 9836c88ac6
Notes: Henri Verbeet 2025-07-21 12:34:54 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1595
3 changed files with 268 additions and 1 deletions

View File

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[require]
shader model >= 4.0
[pixel shader]
float4 main(float4 pos : sv_position, float4 res : RESULT) : sv_target
{
return res;
}
[input layout]
0 r32g32-float POSITION
1 r32-float CASCADE 0
1 r32-float CASCADE 1
1 r32g32-float CASCADE 2
[vb 0]
-1.0 -1.0
-1.0 1.0
1.0 -1.0
1.0 1.0
[vb 1]
0.0 1.0 2.0 2.1
0.0 1.0 2.0 2.1
0.0 1.0 2.0 2.1
0.0 1.0 2.0 2.1
[vertex shader todo]
struct apple
{
float aa; // Ends up as CASCADE0
float bb; // Ends up as CASCADE1
float2 cc; // Ends up as CASCADE2
};
float4 main(float4 position : position, struct apple ap : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ap.aa, ap.bb, ap.cc);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
todo(sm<6) draw triangle strip 4
probe (0, 0) f32(0.0, 1.0, 2.0, 2.1)
[input layout]
0 r32g32-float POSITION
1 r32-float CASCADE 0
1 r32-float CASCADE 1
1 r32-float CASCADE 2
1 r32-float CASCADE 3
1 r32-float CASCADE 4
1 r32g32-float CASCADE 5
[vb 1]
0.0 1.0 2.0 3.0 4.0 5.0 5.1
0.0 1.0 2.0 3.0 4.0 5.0 5.1
0.0 1.0 2.0 3.0 4.0 5.0 5.1
0.0 1.0 2.0 3.0 4.0 5.0 5.1
[vertex shader todo]
struct apple
{
float aa; // Ends up as CASCADE0
float bb[4]; // End up as CASCADE1-4
float2 cc; // Ends up as CASCADE5
};
float4 main(float4 position : position, struct apple ap : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ap.aa, ap.bb[2], ap.cc);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
todo(sm<6) draw triangle strip 4
probe (0, 0) f32(0.0, 3.0, 5.0, 5.1)
[input layout]
0 r32g32-float POSITION
1 r32g32-float CASCADE 0
1 r32-float CASCADE 1
1 r32g32-float CASCADE 2
1 r32g32-float CASCADE 3
[vb 1]
0.0 0.1 1.0 2.0 2.1 3.0 3.1
0.0 0.1 1.0 2.0 2.1 3.0 3.1
0.0 0.1 1.0 2.0 2.1 3.0 3.1
0.0 0.1 1.0 2.0 2.1 3.0 3.1
% Test nested structs.
[vertex shader todo]
struct apple
{
float aa; // Gets CASCADE1
float2 bb; // Gets CASCADE2
};
struct banana
{
float2 aa; // Gets CASCADE0
struct apple ap; // Gets CASCADE1-2
float2 cc; // Gets CASCADE3
};
float4 main(float4 position : position, struct banana ba : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ba.aa.y, ba.ap.bb, ba.cc.y);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
todo(sm<6) draw triangle strip 4
probe (0, 0) f32(0.1, 2.0, 2.1, 3.1)
[input layout]
0 r32g32-float POSITION
1 r32-float CASCADE 0
1 r32-float CASCADE 1
1 r32g32-float CASCADE 2
1 r32-float CASCADE 3
1 r32g32-float CASCADE 4
1 r32-float CASCADE 5
[vb 1]
0.0 1.0 2.0 2.1 3.0 4.0 4.1 5.0
0.0 1.0 2.0 2.1 3.0 4.0 4.1 5.0
0.0 1.0 2.0 2.1 3.0 4.0 4.1 5.0
0.0 1.0 2.0 2.1 3.0 4.0 4.1 5.0
% Test nested struct array.
[vertex shader todo]
struct apple
{
float aa;
float2 bb;
};
struct banana
{
float dd; // Gets CASCADE0
struct apple ap[2]; // Gets CASCADE1-4
float ee; // Gets CASCADE5
};
float4 main(float4 position : position, struct banana ba : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ba.ap[0].aa, ba.ap[1].bb, ba.ee);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
todo draw triangle strip 4
probe (0, 0) f32(1.0, 4.0, 4.1, 5.0)
[input layout]
0 r32g32-float POSITION
1 r32-float CASCADE 0
1 r32g32-float CASCADE 1
1 r32-float CASCADE 2
1 r32g32-float CASCADE 3
1 r32-float CASCADE 4
1 r32g32-float CASCADE 5
[vb 1]
0.0 1.0 1.1 2.0 3.0 3.1 4.0 5.0 5.1
0.0 1.0 1.1 2.0 3.0 3.1 4.0 5.0 5.1
0.0 1.0 1.1 2.0 3.0 3.1 4.0 5.0 5.1
0.0 1.0 1.1 2.0 3.0 3.1 4.0 5.0 5.1
% Test array. The semantic indexes of each array element don't overlap.
[vertex shader todo]
struct apple
{
float aa;
float2 bb;
};
float4 main(float4 position : position, struct apple ap[3] : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ap[0].aa, ap[1].bb, ap[2].aa);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
todo draw triangle strip 4
probe (0, 0) f32(0.0, 3.0, 3.1, 4.0)
[input layout]
0 r32g32-float POSITION
1 r32-float CASCADE 0
1 r32g32-float CASCADE 1
[vb 1]
0.0 1.0 1.1
0.0 1.0 1.1
0.0 1.0 1.1
0.0 1.0 1.1
% Test for overriding.
[vertex shader todo]
struct apple
{
float aa;
float2 bb : INPLACE; // Gets overridden by CASCADE1, with a warning.
};
float4 main(float4 position : position, struct apple ap : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ap.aa, ap.bb, 0);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
todo(sm<6) draw triangle strip 4
probe (0, 0) f32(0.0, 1.0, 1.1, 0.0)
[input layout]
0 r32g32-float POSITION
1 r32-float CASCADE 0
1 r32-float CASCADE 1
1 r32-float CASCADE 2
[vb 1]
0.0 1.0 2.0
0.0 1.0 2.0
0.0 1.0 2.0
0.0 1.0 2.0
% The outermost semantic overrides all others.
[vertex shader todo]
struct apple
{
float aa : INPLACE; // Gets CASCADE1
float bb; // Gets CASCADE2
};
struct banana
{
float aa; // Gets CASCADE0
struct apple ap : INPLACE;
};
float4 main(float4 position : position, struct banana ba : CASCADE, out float4 res : RESULT) : sv_position
{
res = float4(ba.aa, ba.ap.aa, ba.ap.bb, 0);
return float4(position.xy, 1.0, 1.0);
}
[test]
clear rtv 0 0.0 0.0 0.0 0.0
todo(sm<6) draw triangle strip 4
probe (0, 0) f32(0.0, 1.0, 2.0, 0.0)