tests/hlsl: Test minimum precision 16-bit unsigned integers.

This commit is contained in:
Giovanni Mascellani
2025-05-15 16:33:51 +02:00
committed by Henri Verbeet
parent fdc173506e
commit a477502a05
Notes: Henri Verbeet 2025-05-24 21:47:37 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1507

View File

@@ -109,6 +109,88 @@ uniform 0 uint4 0xccaa5533 7 1 2
todo(msl) draw quad
probe (0, 0) rgbaui(0xff77, 0xf, 0x407f, 0x9)
% Minimum precision vectors in constant buffers have inconsistent behavior with
% SM6 (see minimum-precision.shader_test), so we're reading with arrays instead.
[pixel shader]
uniform min16uint u[2];
uint4 main() : sv_target
{
min16uint i = 0xfff, j = 0x7ff;
return uint4(u[0] + i, u[1] + j, 0, 0);
}
[test]
uniform 0 uint 0
uniform 4 uint 0
todo(msl) draw quad
probe (0, 0) rgbaui(0xfff, 0x7ff, 0, 0)
uniform 0 uint 1
uniform 4 uint 0xfff
todo(msl) draw quad
probe (0, 0) rgbaui(0x1000, 0x17fe, 0, 0)
[pixel shader]
uniform min16uint u[2];
uniform uint i;
uint4 main() : sv_target
{
min16uint arr[4] = {1, 2, 0x7ff, 0xfff};
return uint4(u[0] + arr[i], u[1] + arr[i + 1], 0, 0);
}
[test]
uniform 0 uint 2
uniform 4 uint 0xffe
% i is allocated differently between SM4-5 and SM6
uniform 5 uint 2
uniform 8 uint 2
todo(msl) draw quad
% In D3D12 with SM5 all reads to the array return 0
if(sm>=6 | !d3d12) probe (0, 0) rgbaui(0x801, 0x1ffd, 0, 0)
uniform 0 uint 0
uniform 4 uint 0
uniform 5 uint 0
uniform 8 uint 0
todo(msl) draw quad
if(sm>=6 | !d3d12) probe (0, 0) rgbaui(1, 2, 0, 0)
[pixel shader]
uniform min16uint u[4];
uint4 main() : sv_target
{
min16uint i = 3, j = 5;
return uint4(u[0] * i, u[1] * j, u[2] * i, u[3] * j);
}
[test]
uniform 0 uint 7
uniform 4 uint 9
uniform 8 uint 0xff9
uniform 12 uint 0xff7
todo(msl) draw quad
probe (0, 0) rgbaui(21, 45, 0x2feb, 0x4fd3)
[pixel shader]
uniform min16uint u[4];
uint4 main() : sv_target
{
min16uint i = 0xfff, j = 5;
return uint4(u[0] / i, u[1] / j, u[2] / i, u[3] / j);
}
[test]
uniform 0 uint 0xfffe
uniform 4 uint 0xb
uniform 8 uint 0xffff
uniform 12 uint 0xffff
todo(msl | glsl) draw quad
probe (0, 0) rgbaui(0x10, 2, 0x10, 0x3333)
[require]
shader model >= 6.2
native-16-bit