Giovanni Mascellani
85dcd03642
tests/hlsl: Mark some tests in wave-ops-int.shader_test as buggy on MoltenVK.
...
It seems that SPIRV-Cross is generating bad MSL code, and Metal
rejects it.
2025-05-27 19:32:35 +02:00
Giovanni Mascellani
9ab1cadaa5
tests/hlsl: Mark some tests in wave-ops-uint.shader_test as buggy on MoltenVK.
...
It seems that SPIRV-Cross is generating bad MSL code, and Metal
rejects it.
2025-05-27 19:32:19 +02:00
Giovanni Mascellani
6fe0d71ae1
tests/hlsl: Mark a test in gather-offset.shader_test as buggy on MoltenVK with d3d12.
...
It seems that SPIRV-Cross is generating bad MSL code, and Metal
rejects it.
2025-05-27 19:31:38 +02:00
Giovanni Mascellani
70c51984c9
tests/hlsl: Mark some tests in clip-cull-distance.shader_test as buggy on MoltenVK with d3d12.
...
They either use geometry shaders or cull distances, which MoltenVK
doesn't support. However d3d12 has no way to indicate they're
unsupported, so the problem doesn't surface as a failed draw,
but rather as a draw that doesn't do anything.
2025-05-27 19:30:21 +02:00
Giovanni Mascellani
7261b40df7
tests/hlsl: Mark a test in object-references.shader_test as todo on MoltenVK with DXIL.
...
I haven't investigated what's happening in detail. However vkd3d
emits this message, which makes me think the problem is ours:
vkd3d:62178588:fixme:spirv_compiler_get_descriptor_binding Could not find descriptor binding for type 0, space 0, registers [0:2], shader type 0.
2025-05-27 19:29:56 +02:00
Giovanni Mascellani
e6267dd6b4
tests/hlsl: Do not test for overflowing 16-bit texture sampling.
...
The behavior is not uniform across drivers; in my tests AMD
performs as expected by the test, but WARP and NVIDIA return
infinity.
2025-05-27 17:45:09 +02:00
Giovanni Mascellani
bd1b737e4e
tests/hlsl: Test minimum precision stride for floating point numbers too.
2025-05-27 17:45:07 +02:00
Giovanni Mascellani
d214f9ebca
tests/hlsl: Test minimum precision stride for signed integers too.
2025-05-27 17:43:07 +02:00
Giovanni Mascellani
6a699d2872
tests/hlsl: Test minimum precision floating point numbers.
2025-05-27 17:40:29 +02:00
Giovanni Mascellani
1496ddc52f
tests/hlsl: Test native 16-bit floating point numbers.
2025-05-27 17:40:29 +02:00
Giovanni Mascellani
deb3b74c66
tests/hlsl: Test casting 16-bit integers to doubles.
2025-05-27 17:40:12 +02:00
Giovanni Mascellani
adca5a66e7
tests/hlsl: Test casting minimum precision integers to doubles.
2025-05-27 17:20:19 +02:00
Giovanni Mascellani
f7c2fbfe85
tests/hlsl: Test casting doubles to minimum precision integers.
2025-05-27 17:20:14 +02:00
Henri Verbeet
ffafa7fdaa
tests/hlsl: Get rid of a MSL todo in geometry.shader_test.
...
The Metal/MSL runner doesn't support geometry shaders, so the test is
never executed on that runner.
2025-05-27 17:15:10 +02:00
Henri Verbeet
ee85e6b534
tests/hlsl: Require the "geometry-shader" cap for the relevant clip/cull-distance tests.
2025-05-27 17:15:10 +02:00
Henri Verbeet
5581c42a79
tests/shader_runner_d3d11: Direct3D 11 supports geometry shaders.
2025-05-27 17:15:10 +02:00
Henri Verbeet
0a28abd8f6
tests/shader_runner_metal: Try harder to find a suitable device.
2025-05-27 17:12:36 +02:00
Nikolay Sivov
11d4fcff46
vkd3d-shader/fx: Handle nameless structure types.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com >
2025-05-24 21:19:42 +02:00
Shaun Ren
a4e43402e5
vkd3d-shader/hlsl: Support void pass-through hull shader control point functions.
2025-05-24 21:13:00 +02:00
Giovanni Mascellani
3fb662c9e7
tests/hlsl: Remove some tests from minimum-precision.shader_test.
...
Most of them fail on any native implementation I can put my hands
on, including the CI. Equivalent, but hopefully better, tests
were added to arithmetic-uint.shader_test and
arithmetic-int-uniform.shader_test.
2025-05-24 21:00:32 +02:00
Giovanni Mascellani
cb1ee9cdd5
tests/hlsl: Test minimum precision 16-bit signed integers.
2025-05-24 20:59:34 +02:00
Giovanni Mascellani
a477502a05
tests/hlsl: Test minimum precision 16-bit unsigned integers.
2025-05-24 20:57:42 +02:00
Giovanni Mascellani
fdc173506e
tests/hlsl: Test minimum precision stride in constant buffers.
2025-05-24 20:54:42 +02:00
Shaun Ren
4eab50755e
tests: Test signature reflection for geometry shader outputs.
2025-05-24 20:38:36 +02:00
Henri Verbeet
a93d258a86
Release 1.16.
2025-05-20 11:35:48 +02:00