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tests/hlsl: Add some tests for special semantic name suffixes.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
committed by
Henri Verbeet
parent
cc53965ea9
commit
de2653e3d3
Notes:
Henri Verbeet
2025-10-06 19:48:17 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1721
@@ -1,6 +1,14 @@
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[require]
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shader model >= 5.0
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[input layout]
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0 r32g32-float attr_centroid
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[vb 0]
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1.0 2.0
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1.0 2.0
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1.0 2.0
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[rtv 0]
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format r32g32b32a32-float
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size (2dms, 4, 640, 480)
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@@ -14,7 +22,9 @@ static const float2 vertices[3] =
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{ 3.0f, 1.0f},
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{-1.0f + epsilon, -3.0f},
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};
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void main(uint id : SV_VertexID, out float4 position : SV_Position, out float2 attr : ATTR)
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void main(uint id : SV_VertexID, out float4 position : SV_Position, out float2 attr : ATTR,
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inout float2 attr2 : ATTR_centroid0)
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{
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position = float4(vertices[id], 0.0f, 1.0f);
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attr = float2(position.x * 320.0f + 320.0f, -position.y * 240.0f + 240.0f);
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@@ -52,6 +62,25 @@ todo(vulkan | opengl & llvmpipe | d3d12) probe (639, 479) f32(0.0, 0.0, 0.0, 0.0
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% The WARP driver seems to have problems with some corner pixels, which we
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% avoid.
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[pixel shader fail]
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static const float2 positions[4] =
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{
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{-0.125f, -0.375f},
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{ 0.375f, -0.125f},
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{-0.375f, 0.125f},
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{ 0.125f, 0.375f},
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};
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float4 main(float4 pos : SV_Position_centroid, uint sample_idx : SV_SampleIndex) : SV_Target
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{
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bool first_col = floor(pos.x) == 0.0f;
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float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
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float2 diff = pos.xy - ref;
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float2 expected = first_col ? positions[0] : 0.0f;
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float2 err = abs(diff - expected) * (sample_idx + 1);
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return floor(1000.0f * float4(err, 0.0f, 0.0f));
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}
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[pixel shader]
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static const float2 positions[4] =
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{
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@@ -141,6 +170,7 @@ static const float2 positions[4] =
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{-0.375f, 0.125f},
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{ 0.125f, 0.375f},
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};
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float4 main(float4 pos : SV_Position, centroid float2 attr : ATTR,
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uint sample_idx : SV_SampleIndex) : SV_Target
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{
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@@ -160,6 +190,149 @@ probe (638, 0) rgba(0.0, 0.0, 0.0, 0.0)
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probe (0, 478) rgba(0.25, 0.25, 0.25, 0.25)
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todo(llvmpipe) probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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static const float2 positions[4] =
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{
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{-0.125f, -0.375f},
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{ 0.375f, -0.125f},
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{-0.375f, 0.125f},
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{ 0.125f, 0.375f},
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};
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float4 main(float4 pos : SV_Position, float2 attr : ATTR_centRoid,
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uint sample_idx : SV_SampleIndex) : SV_Target
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{
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bool first_col = floor(pos.x) == 0.0f;
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float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
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float2 diff = attr.xy - ref;
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float2 expected = first_col ? positions[0] : 0.0f;
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float2 err = abs(diff - expected) * (sample_idx + 1);
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return floor(1000.0f * float4(err, 0.0f, 0.0f));
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}
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% Tests are skipped for sm6, since it doesn't consider semantic suffixes
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% leaving names unchanged.
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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if(sm<6) draw triangle list 3
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if(sm<6) todo probe (0, 0) f32(0.25, 0.25, 0.25, 0.25)
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if(sm<6) probe (638, 0) f32(0.0, 0.0, 0.0, 0.0)
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if(sm<6) todo probe (0, 478) f32(0.25, 0.25, 0.25, 0.25)
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if(sm<6) probe (639, 479) f32(0.0, 0.0, 0.0, 0.0)
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% The "_centroid" semantic modifier can be specified together with the "centroid" prefix attribute.
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[pixel shader]
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static const float2 positions[4] =
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{
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{-0.125f, -0.375f},
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{ 0.375f, -0.125f},
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{-0.375f, 0.125f},
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{ 0.125f, 0.375f},
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};
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float4 main(float4 pos : SV_Position, centroid float2 attr : ATTR_centRoid,
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uint sample_idx : SV_SampleIndex) : SV_Target
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{
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bool first_col = floor(pos.x) == 0.0f;
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float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
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float2 diff = attr.xy - ref;
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float2 expected = first_col ? positions[0] : 0.0f;
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float2 err = abs(diff - expected) * (sample_idx + 1);
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return floor(1000.0f * float4(err, 0.0f, 0.0f));
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}
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% Tests are skipped for sm6, since it doesn't consider semantic suffixes
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% leaving names unchanged.
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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if(sm<6) todo(msl | glsl) draw triangle list 3
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if(sm<6) todo(llvmpipe) probe (0, 0) f32(0.25, 0.25, 0.25, 0.25)
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if(sm<6) probe (638, 0) f32(0.0, 0.0, 0.0, 0.0)
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if(sm<6) probe (0, 478) f32(0.25, 0.25, 0.25, 0.25)
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if(sm<6) todo(llvmpipe) probe (639, 479) f32(0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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static const float2 positions[4] =
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{
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{-0.125f, -0.375f},
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{ 0.375f, -0.125f},
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{-0.375f, 0.125f},
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{ 0.125f, 0.375f},
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};
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struct ps_in
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{
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float4 pos : SV_Position;
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float2 attr : ATTR_centRoid;
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uint sample_idx : SV_SampleIndex;
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};
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float4 main(ps_in data) : SV_Target
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{
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bool first_col = floor(data.pos.x) == 0.0f;
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float2 ref = floor(data.pos.xy) + float2(0.5f, 0.5f);
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float2 diff = data.attr.xy - ref;
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float2 expected = first_col ? positions[0] : 0.0f;
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float2 err = abs(diff - expected) * (data.sample_idx + 1);
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return floor(1000.0f * float4(err, 0.0f, 0.0f));
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}
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% Tests are skipped for sm6, since it doesn't consider semantic suffixes
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% leaving names unchanged.
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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if(sm<6) draw triangle list 3
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if(sm<6) todo probe (0, 0) f32(0.25, 0.25, 0.25, 0.25)
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if(sm<6) probe (638, 0) f32(0.0, 0.0, 0.0, 0.0)
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if(sm<6) todo probe (0, 478) f32(0.25, 0.25, 0.25, 0.25)
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if(sm<6) probe (639, 479) f32(0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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static const float2 positions[4] =
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{
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{-0.125f, -0.375f},
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{ 0.375f, -0.125f},
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{-0.375f, 0.125f},
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{ 0.125f, 0.375f},
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};
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float4 main(float4 pos : SV_Position, float2 attr : ATTR, float2 attr2 : ATTR_centroid0,
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uint sample_idx : SV_SampleIndex) : SV_Target
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{
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bool first_col = floor(pos.x) == 0.0f;
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float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
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float2 diff = attr.xy - ref;
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float2 expected = first_col ? positions[0] : 0.0f;
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float2 err = abs(diff - expected) * (sample_idx + 1);
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return floor(1000.0f * float4(err, attr2.x, attr2.y));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(msl & sm>=6) draw triangle list 3
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todo probe (0, 0) f32(219.0, 656.5, 750.25, 1500.25)
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probe (638, 0) f32(0.0, 0.0, 1000.0, 2000.0)
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todo probe (0, 478) f32(219.0, 656.5, 750.25, 1500.25)
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probe (639, 479) f32(0.0, 0.0, 1000.0, 2000.0)
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[pixel shader]
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float4 main(float4 pos : SV_Position, float2 attr : ATTR, float2 attr2 : ATTR_centroid_centroid,
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uint sample_idx : SV_SampleIndex) : SV_Target
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{
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return float4(attr2, 0.0f, 0.0f);
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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% This test causes the GPU to hang with MVK.
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if(sm<6 & !mvk) draw triangle list 3
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if(sm<6 & !mvk) probe (0, 0) f32(1.0, 1.75, 0.25, 0.25)
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if(sm<6 & !mvk) probe (638, 0) f32(1.0, 2.0, 0.0, 0.0)
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% Sample interpolation.
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[pixel shader todo]
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@@ -257,3 +430,38 @@ probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
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probe (639, 0) rgba(0.0, 0.0, 0.0, 0.0)
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probe ( 0, 479) rgba(0.25, 0.25, 0.25, 0.25)
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probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
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[require]
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shader model >= 6.0
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% SM6 appears to require all vertex outputs to be declared in
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% pixel shader, meaning that both ATTR and ATTR_centroid must be present.
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% That is not going to work for <SM6, so it's tested separately.
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[pixel shader]
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static const float2 positions[4] =
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{
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{-0.125f, -0.375f},
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{ 0.375f, -0.125f},
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{-0.375f, 0.125f},
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{ 0.125f, 0.375f},
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};
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float4 main(float4 pos : SV_Position, float2 attr : ATTR,
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float2 attr2 : ATTR_centroid, uint sample_idx : SV_SampleIndex) : SV_Target
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{
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bool first_col = floor(pos.x) == 0.0f;
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float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
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float2 diff = attr.xy - ref;
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float2 expected = first_col ? positions[0] : 0.0f;
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float2 err = abs(diff - expected) * (sample_idx + 1);
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return floor(1000.0f * float4(err, attr2.x, attr2.y));
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}
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[test]
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clear rtv 0 1.0 1.0 1.0 1.0
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todo(glsl | msl) draw triangle list 3
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todo probe (0, 0) f32(219.0, 656.5, 750.25, 1500.25)
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probe (638, 0) f32(0.0, 0.0, 1000.0, 2000.0)
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todo probe (0, 478) f32(219.0, 656.5, 750.25, 1500.25)
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probe (639, 479) f32(0.0, 0.0, 1000.0, 2000.0)
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