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tests: Test float operations with uniform inputs.
The point of the "uniform" variants is to avoid hiding code generation bugs because of the constant folding optimization.
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Notes:
Alexandre Julliard
2022-10-19 22:07:30 +02:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/32
@ -53,6 +53,7 @@ vkd3d_cross_tests = \
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vkd3d_shader_tests = \
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tests/abs.shader_test \
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tests/arithmetic-float.shader_test \
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tests/arithmetic-float-uniform.shader_test \
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tests/arithmetic-int.shader_test \
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tests/arithmetic-int-uniform.shader_test \
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tests/arithmetic-uint.shader_test \
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78
tests/arithmetic-float-uniform.shader_test
Normal file
78
tests/arithmetic-float-uniform.shader_test
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@ -0,0 +1,78 @@
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[pixel shader]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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float x = a.x;
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float y = a.y;
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return float4(x + y, x - y, x * y, x / y);
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}
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[test]
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uniform 0 float4 5.0 15.0 0.0 0.0
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draw quad
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probe all rgba (20.0, -10.0, 75.0, 0.33333333) 1
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[pixel shader]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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float x = a.x;
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float y = a.y;
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return float4(x % y, +x, -x, y / x);
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}
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[test]
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uniform 0 float4 5.0 15.0 0.0 0.0
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draw quad
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probe all rgba (5.0, 5.0, -5.0, 3.0) 1
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[pixel shader]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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float x = a.x;
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float y = a.y;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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draw quad
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probe all rgba (2.0, -2.0, 2.0, -2.0) 16
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[pixel shader]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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float x = a.x;
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float y = a.y;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[require]
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% Infinities are not allowed in SM1
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shader model >= 4.0
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[pixel shader]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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float x = a.x;
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float y = a.y;
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return x / y;
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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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draw quad
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probe all rgba (1e99, 1e99, 1e99, 1e99)
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