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tests: Split hlsl-operations into individual test units.
Partly to make the tests easier to navigate, and partly to allow marking some tests as SM4+. Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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committed by
Alexandre Julliard
parent
b64482e7c7
commit
e9ff88469e
129
tests/bitwise.shader_test
Normal file
129
tests/bitwise.shader_test
Normal file
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x >> y, y >> x, x << y, y << x);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 163840.0, 480.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x & y, x | y, x ^ y, ~x);
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}
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[test]
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draw quad
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probe all rgba (5.0, 15.0, 10.0, -6.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero & zero, zero & one, one & zero, one & one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero | zero, zero | one, one | zero, one | one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 0.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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return float4(x >> y, y >> x, x << y, y << x);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 163840.0, 480.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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return float4(x & y, x | y, x ^ y, ~x);
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}
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[test]
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draw quad
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probe all rgba (5.0, 15.0, 10.0, 4294967296.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero & zero, zero & one, one & zero, one & one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero | zero, zero | one, one | zero, one | one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one);
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}
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[test]
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draw quad
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probe all rgba (0.0, 1.0, 1.0, 0.0)
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