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tests/hlsl: Evaluate asin() with larger error tolerance on SM6.
It currently fails with WARP.
This commit is contained in:
committed by
Henri Verbeet
parent
85a1fb6e47
commit
f72307fc9f
Notes:
Henri Verbeet
2025-10-27 19:10:33 +01:00
Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1799
@@ -52,28 +52,37 @@ shader model < 6.0
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[test]
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[test]
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uniform 0 float4 -0.5 0.0 0.0 0.0
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uniform 0 float4 -0.5 0.0 0.0 0.0
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todo(msl & sm>=6) draw quad
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draw quad
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probe (0, 0) rgba (-10473.0, 0.0, 0.0, 0.0)
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probe (0, 0) f32(-10473.0, 0.0, 0.0, 0.0)
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uniform 0 float4 0.0 0.0 0.0 0.0
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(msl & sm>=6) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 0.0, 0.0, 0.0)
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probe (0, 0) f32(1.0, 0.0, 0.0, 0.0)
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uniform 0 float4 0.5 0.0 0.0 0.0
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uniform 0 float4 0.5 0.0 0.0 0.0
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todo(msl & sm>=6) draw quad
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draw quad
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probe (0, 0) rgba (10473.0, 0.0, 0.0, 0.0)
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probe (0, 0) f32(10473.0, 0.0, 0.0, 0.0)
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[require]
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[require]
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shader model >= 6.0
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shader model >= 6.0
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% We implement SM 6.0 inverse trig instructions using the native equivalents
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% We implement SM 6.0 inverse trig instructions using the native equivalents
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% available in the backend. The values below are from the AMD Windows drivers,
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% available in the backend. We have to quantize even more to account for
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% which are very close to those from Ubuntu's calculator app. Results from
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% different implementations.
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% RADV are a bit lower than these, hence the large max ulp difference.
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[pixel shader]
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uniform float4 a;
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float4 main() : sv_target
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{
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float4 result = float4(asin(a.x), 0.0, 0.0, 0.0);
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return round(result * 2000.0);
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}
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[test]
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[test]
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uniform 0 float4 -0.5 0.0 0.0 0.0
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uniform 0 float4 -0.5 0.0 0.0 0.0
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draw quad
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draw quad
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probe (0, 0) f32(-10472.0, 0.0, 0.0, 0.0) 4096
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probe (0, 0) f32(-1047.0, 0.0, 0.0, 0.0)
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uniform 0 float4 0.0 0.0 0.0 0.0
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uniform 0 float4 0.0 0.0 0.0 0.0
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draw quad
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draw quad
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@@ -81,15 +90,15 @@ probe (0, 0) f32(0.0, 0.0, 0.0, 0.0)
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uniform 0 float4 0.5 0.0 0.0 0.0
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uniform 0 float4 0.5 0.0 0.0 0.0
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draw quad
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draw quad
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probe (0, 0) f32(10472.0, 0.0, 0.0, 0.0) 4096
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probe (0, 0) f32(1047.0, 0.0, 0.0, 0.0)
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[require]
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% reset requirements
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[test]
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 0 float4 1.0 0.0 0.0 0.0
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draw quad
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draw quad
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probe (0, 0) f32(31416.0, 0.0, 0.0, 0.0)
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probe (0, 0) f32(3142.0, 0.0, 0.0, 0.0)
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[require]
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% reset requirements
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[pixel shader]
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[pixel shader]
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uniform float4 a;
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uniform float4 a;
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