2261 Commits

Author SHA1 Message Date
Giovanni Mascellani
cbce3a8631 tests/shader_runner: Always set descriptor heaps. 2025-04-09 16:42:16 +02:00
Giovanni Mascellani
bb8f1304ba tests/d3d12: Always set descriptor heaps.
It seems AMD and WARP are not particularly sensitive to that, but
NVIDIA drivers crash if descriptor heaps are not set.
2025-04-09 16:41:33 +02:00
Conor McCarthy
fdd21470b9 tests/hlsl: Test casts from double to 16-bit integer types. 2025-04-09 16:39:07 +02:00
Conor McCarthy
bb8b4f3827 tests/hlsl: Test casts to 16-bit uint. 2025-04-09 16:22:19 +02:00
Conor McCarthy
3c950e5977 tests/hlsl: Test casts to 16-bit int. 2025-04-09 16:20:58 +02:00
Conor McCarthy
88a85024e2 tests/hlsl: Test casts to 16-bit float. 2025-04-09 16:20:53 +02:00
Shaun Ren
0c139ef7a0 vkd3d-shader/hlsl: Add special allocation rules for patch constant data. 2025-04-09 16:02:12 +02:00
Shaun Ren
7ba84b7787 tests: Add signature reflection tests for register allocation rules in tessellation shaders. 2025-04-09 16:02:12 +02:00
Victor Chiletto
89d3e667e0 tests/hlsl: Add tests for SRV structured buffers. 2025-04-08 19:31:40 +02:00
Victor Chiletto
cc9f4ac587 tests/hlsl: Attempt to deduce the data type of unspecified type texture data.
Try parsing first as integer, and if the parse stops at a decimal separator, parse as float.
2025-04-08 19:18:57 +02:00
Victor Chiletto
7b21183f45 tests/shader_runner_d3d12: Pass the structure byte stride for SRVs. 2025-04-08 19:18:56 +02:00
Anna (navi) Figueiredo Gomes
3e8b56c509 vkd3d-shader/fx: Don't cast between int and uint in state blocks. 2025-04-08 19:14:15 +02:00
Anna (navi) Figueiredo Gomes
8866a43b2d tests/hlsl: Add some fx_4_0 state tests. 2025-04-08 19:14:15 +02:00
Giovanni Mascellani
7b4a29da81 tests: Mark a todo as resolved on MoltenVK 1.2.12.
Technically it is not, the Vulkan commands we're generating are
still not correct. But let's get rid of the failure message.
2025-04-03 20:28:31 +02:00
Giovanni Mascellani
aab8ba02d8 tests: Mark a number of test failures as buggy on macOS before Sequoia.
It's hard to pinpoint exactly what's going wrong with these
tests. They seem to be related to atomics and GPU timestamps,
both categories that are known to have problems on MoltenVK in a
way or another; those failures clearly depend on a few factors
like the MoltenVK version, the macOS version and whether we're in
a virtual machine or not, but the exact dependency on those factors
is hard to describe (for example, in general the paravirtualized
device offered inside virtual machines has a lot more problems than
real devices, but I've seen tests, fixed all other conditions,
working on the paravirtualized device and not on the real device).

The only thing all tests in this batch have in common is that I've
never seen them fail on a Sequoia system, thus I've settled for
using just that as the bug_if() condition. Ultimately, wasting a
lot of time to get to the bottom of each single test failure is
pointless, and being able to mark the CI job as not allowed to
fail gives better regression protection than investigating each
of those. Also, I routinely run the tests on a Sequoia system, so
if these tests get broken this is going to be noticed anyway.
2025-04-03 20:26:26 +02:00
Nikolay Sivov
2540081988 vkd3d-shader/fx: Accept int(0) as well as uint(0) constant value for object-type states.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2025-04-02 19:34:25 +02:00
Elizabeth Figura
33cd10581e vkd3d-shader/glsl: Invert gl_FragCoord w. 2025-04-02 19:32:39 +02:00
Shaun Ren
3e44bd4e5b tests/hlsl: Add a test for copy-propagation of uniform texture object writes. 2025-04-02 18:51:10 +02:00
Francisco Casas
3ead8d532b vkd3d-shader/hlsl: Allow non-constant deref propagation on SM1.
Note that we still have to preempt the propagation to SM1 pixel shader
uniforms. Otherwise this will turn the many constant derefs that appear
from the <index-val> copy generated in lower_index_loads() into a single
non-constant deref, causing it to allocate all the registers instead of
up until the last one used.
2025-04-02 18:27:16 +02:00
Francisco Casas
2327f87e37 tests/hlsl: Test SM1 vertex shader uniform allocation on indirect addressing.
Here, a vertex shader version of the previous test by Shaun is
introduced. Note that in this case the uniform allocates all 4 registers
instead of 3 because it is indirectly addressed.
2025-04-02 18:06:48 +02:00
Francisco Casas
b6ce1479fe tests/hlsl: Test vertex shader uniform indirect addressing.
Note that, for indexes with a decimal part, the behavior is different
depending on whether it is a temp load or a direct uniform load (which
can only happen on vertex shaders). The former rounds to the
closest-to-zero, while the latter rounds to the nearest even.
2025-04-02 18:06:18 +02:00
Giovanni Mascellani
803bf59654 tests: Mark an early depth stencil test as buggy on MoltenVK.
On MoltenVK it seems that all draws are always executed,
independently of the early depth stencil test. The problem doesn't
seem to belong to vkd3d or MoltenVK, because the generated Metal
commands look correct. I tried looking at a GPU capture with Xcode,
which was not very conclusive because it doesn't state clearly
whether early fragment tests were passed or not. Sometimes it
says that a fragment shader execution had no thread execution
data, which I interpret as the early fragment tests having
prevented the fragment shader from running, but it's not really
consistent, and it's never clear which results are based on
software simulation and which on the hardware run.

However taking everything into account I think the most likely
explanation is some incorrect optimization at the Metal level.
2025-03-18 15:55:29 +01:00
Giovanni Mascellani
05f7f03dab tests: Mark a queue synchronization test as buggy on MoltenVK.
The graphics pipeline triggers an internal error in the Metal
pipeline compiler, with a completely generic error message. I have
no idea what the actual problem is.
2025-03-18 15:53:59 +01:00
Shaun Ren
8f19d02501 tests: Add a signature reflection test for geometry shader inputs. 2025-03-18 15:46:07 +01:00
Shaun Ren
8af3173955 vkd3d-shader/hlsl: Support input primitive arrays in geometry shaders. 2025-03-18 15:40:11 +01:00