tests: Test the shape of the sum of two numeric values.

Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Giovanni Mascellani 2021-09-15 16:00:15 +02:00 committed by Alexandre Julliard
parent 77b5125fda
commit d4adbe81a0
2 changed files with 357 additions and 0 deletions

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@ -71,6 +71,7 @@ vkd3d_shader_tests = \
tests/hlsl-nested-arrays.shader_test \ tests/hlsl-nested-arrays.shader_test \
tests/hlsl-return-implicit-conversion.shader_test \ tests/hlsl-return-implicit-conversion.shader_test \
tests/hlsl-return-void.shader_test \ tests/hlsl-return-void.shader_test \
tests/hlsl-shape.shader_test \
tests/hlsl-static-initializer.shader_test \ tests/hlsl-static-initializer.shader_test \
tests/hlsl-storage-qualifiers.shader_test \ tests/hlsl-storage-qualifiers.shader_test \
tests/hlsl-struct-assignment.shader_test \ tests/hlsl-struct-assignment.shader_test \
@ -286,6 +287,7 @@ XFAIL_TESTS = \
tests/hlsl-nested-arrays.shader_test \ tests/hlsl-nested-arrays.shader_test \
tests/hlsl-return-implicit-conversion.shader_test \ tests/hlsl-return-implicit-conversion.shader_test \
tests/hlsl-return-void.shader_test \ tests/hlsl-return-void.shader_test \
tests/hlsl-shape.shader_test \
tests/hlsl-static-initializer.shader_test \ tests/hlsl-static-initializer.shader_test \
tests/hlsl-storage-qualifiers.shader_test \ tests/hlsl-storage-qualifiers.shader_test \
tests/hlsl-vector-indexing.shader_test \ tests/hlsl-vector-indexing.shader_test \

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@ -0,0 +1,355 @@
[pixel shader]
float4 main() : sv_target
{
float x = 1.0;
float y = 2.0;
return float4(x + y, 0.0, 0.0, 0.0);
}
[test]
draw quad
probe all rgba (3.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float1 x = float1(1.0);
float2 y = float2(1.0, 2.0);
return float4(x + y, 0.0, 0.0);
}
[test]
draw quad
probe all rgba (2.0, 3.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float1 x = float1(1.0);
float4 y = float4(1.0, 2.0, 3.0, 4.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
[pixel shader]
float4 main() : sv_target
{
float2 x = float2(1.0, 2.0);
float4 y = float4(1.0, 2.0, 3.0, 4.0);
return float4(x + y, 0.0, 0.0);
}
[test]
draw quad
probe all rgba (2.0, 4.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float x = 1.0;
float1 y = float1(1.0);
return float4(x + y, y + x, 0.0, 0.0);
}
[test]
draw quad
probe all rgba (2.0, 2.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float x = 1.0;
float4 y = float4(1.0, 2.0, 3.0, 4.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
[pixel shader]
float4 main() : sv_target
{
float4 x = float4(1.0, 2.0, 3.0, 4.0);
float y = 1.0;
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
[pixel shader]
float4 main() : sv_target
{
float2x2 x = float2x2(1.0, 2.0,
3.0, 4.0);
float2x3 y = float2x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 4.0, 7.0, 9.0)
[pixel shader]
float4 main() : sv_target
{
float2x3 x = float2x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0);
float2x2 y = float2x2(1.0, 2.0,
3.0, 4.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 4.0, 7.0, 9.0)
[pixel shader]
float4 main() : sv_target
{
float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
{
float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 7.0, 12.0, 17.0)
[pixel shader]
float4 main() : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 7.0, 12.0, 17.0)
[pixel shader]
float4 main() : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float2x3 y = float2x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0);
return float4((x + y)[0], 0.0);
}
[test]
draw quad
probe all rgba (2.0, 4.0, 6.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float2x3 x = float2x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return float4((x + y)[1], 0.0);
}
[test]
draw quad
probe all rgba (9.0, 11.0, 13.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float4 x = float4(1.0, 2.0, 3.0, 4.0);
float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
{
float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
float4 y = float4(1.0, 2.0, 3.0, 4.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
{
float4 x = float4(1.0, 2.0, 3.0, 4.0);
float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
{
float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
float4 y = float4(1.0, 2.0, 3.0, 4.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
{
float4 x = float4(1.0, 2.0, 3.0, 4.0);
float2x2 y = float2x2(1.0, 2.0,
3.0, 4.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
{
float2x2 x = float2x2(1.0, 2.0,
3.0, 4.0);
float4 y = float4(1.0, 2.0, 3.0, 4.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
{
float1 x = float1(1.0);
float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
[pixel shader]
float4 main() : sv_target
{
float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
float1 y = float1(1.0);
return x + y;
}
[test]
draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
[pixel shader]
float4 main() : sv_target
{
float2 x = float2(1.0, 2.0);
float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
return float4(x + y, 0.0, 0.0);
}
[test]
draw quad
probe all rgba (2.0, 4.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
float2 y = float2(1.0, 2.0);
return float4(x + y, 0.0, 0.0);
}
[test]
draw quad
probe all rgba (2.0, 4.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float x = 1.0;
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return (x + y)[0];
}
[test]
draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
[pixel shader]
float4 main() : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float y = 1.0;
return (x + y)[1];
}
[test]
draw quad
probe all rgba (6.0, 7.0, 8.0, 9.0)