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

This commit is contained in:
Giovanni Mascellani
2025-05-15 17:31:34 +02:00
committed by Henri Verbeet
parent a477502a05
commit cb1ee9cdd5
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

@@ -247,6 +247,59 @@ uniform 0 int64_t2 5000000000 -7000000000
draw quad
probe (0, 0) rgba (5.0e9, 7.0e9, 0.0, 0.0)
[require]
shader model >= 4.0
[rtv 0]
format r32g32b32a32-sint
size (2d, 640, 480)
% 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 min16int u[4];
int4 main() : sv_target
{
min16int i = 1, j = -0xfff;
return int4(u[0] + i, u[1] + j, u[2] + i, u[3] + j);
}
[test]
uniform 0 uint 0
uniform 4 uint 0
uniform 8 uint 0xffd
uniform 12 uint 1
todo(msl) draw quad
probe (0, 0) rgbai(1, -0xfff, 0xffe, -0xffe)
[pixel shader]
uniform min16int u[4];
int4 main() : sv_target
{
min16int i = -3, j = 5;
return int4(u[0] * i, u[1] * j, u[2] * i, u[3] * j);
}
[test]
uniform 0 uint 7
uniform 4 uint 0xfffffff7
uniform 8 uint 0xfffffff9
uniform 12 uint 9
todo(msl) draw quad
probe (0, 0) rgbai(-21, -45, 21, 45)
[pixel shader fail todo]
% Minimum precision signed division is not supported.
uniform min16int4 u;
int4 main() : sv_target
{
min16int i = 32767, j = -5;
return int4(u.x / i, u.y / j, u.z / i, u.w / j);
}
[require]
shader model >= 6.2