tests: Quantize regular and coarse derivate test results.

Co-authored-by: Giovanni Mascellani <gmascellani@codeweavers.com>
This commit is contained in:
Francisco Casas 2023-06-05 16:51:52 -04:00 committed by Alexandre Julliard
parent f0584cad62
commit dc84afe73a
Notes: Alexandre Julliard 2023-07-04 23:24:52 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
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/224

View File

@ -22,17 +22,21 @@ float4 main(float4 pos : sv_position) : sv_target
pos /= 10.0;
float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
return float4(nonlinear, ddx(nonlinear), ddy(nonlinear), 0.0);
float4 res = float4(nonlinear, ddx(nonlinear), ddy(nonlinear), 0.0);
// Each device may use either the coarse or the fine derivate, so use quantization.
return round(30 * res);
}
[test]
draw quad
probe (10, 10) rgba (-0.524999976, -0.164999843, 0.104999900, 0.0) 8
probe (11, 10) rgba (-0.689999819, -0.164999843, 0.104999900, 0.0) 8
probe (10, 11) rgba (-0.420000076, -0.164999843, 0.104999900, 0.0) 8
probe (11, 11) rgba (-0.574999928, -0.164999843, 0.104999900, 0.0) 8
probe (12, 10) rgba (-0.874999881, -0.205000162, 0.124999881, 0.0) 8
probe (150, 150) rgba (-7.52500916, -1.56500244, 1.50500488, 0.0) 40
probe (10, 10) rgba (-16.0, -5.0, 3.0, 0.0)
probe (11, 10) rgba (-21.0, -5.0, 3.0, 0.0)
probe (10, 11) rgba (-13.0, -5.0, 3.0, 0.0)
probe (11, 11) rgba (-17.0, -5.0, 3.0, 0.0)
probe (12, 10) rgba (-26.0, -6.0, 4.0, 0.0)
probe (16, 16) rgba (-25.0, -7.0, 5.0, 0.0)
probe (150, 150) rgba (-226.0, -47.0, 45.0, 0.0)
[require]
@ -44,17 +48,21 @@ float4 main(float4 pos : sv_position) : sv_target
{
pos /= 10.0;
float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
return float4(nonlinear, ddx_coarse(nonlinear), ddy_coarse(nonlinear), 0.0);
float4 res = float4(nonlinear, ddx_coarse(nonlinear), ddy_coarse(nonlinear), 0.0);
// Each device may use either the coarse or the fine derivate, so use quantization.
return round(30 * res);
}
[test]
todo draw quad
probe (10, 10) rgba (-0.524999976, -0.164999843, 0.104999900, 0.0) 16
probe (11, 10) rgba (-0.689999819, -0.164999843, 0.104999900, 0.0) 16
probe (10, 11) rgba (-0.420000076, -0.164999843, 0.104999900, 0.0) 16
probe (11, 11) rgba (-0.574999928, -0.164999843, 0.104999900, 0.0) 16
probe (12, 10) rgba (-0.874999881, -0.205000162, 0.124999881, 0.0) 24
probe (150, 150) rgba (-7.52500916, -1.56500244, 1.50500488, 0.0) 40
probe (10, 10) rgba (-16.0, -5.0, 3.0, 0.0)
probe (11, 10) rgba (-21.0, -5.0, 3.0, 0.0)
probe (10, 11) rgba (-13.0, -5.0, 3.0, 0.0)
probe (11, 11) rgba (-17.0, -5.0, 3.0, 0.0)
probe (12, 10) rgba (-26.0, -6.0, 4.0, 0.0)
probe (16, 16) rgba (-25.0, -7.0, 5.0, 0.0)
probe (150, 150) rgba (-226.0, -47.0, 45.0, 0.0)
[pixel shader todo]