Commit Graph

2457 Commits

Author SHA1 Message Date
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
Giovanni Mascellani
129b3a8c4b tests: Check that shader-visible descriptor heaps have a valid GPU descriptor handle start.
We currently check that non-shader-visible heaps have a NULL
handle, but that doesn't seem to be guaranteed: beside WARP, also
NVIDIA drivers still return a valid pointer. And that's a pretty
useless check anyway; rather, check that shader-visible heaps
have a valid pointer, which is more interesting.
2025-05-15 14:11:10 +02:00
Giovanni Mascellani
1aa33ebc80 tests: Allow creating GPU upload heaps.
They are write-combine heaps on L1 memory, and were introduced
recently in Direct3D 12.
2025-05-15 14:10:53 +02:00
Giovanni Mascellani
d5410e3115 tests: Expect success when creating resources in certain cases.
Currently the tests expect that creating buffers in COMMON or
COPY_SOURCE state on UPLOAD heaps or in COMMON state on READBACK
heaps leads to a failure. I tested WARP, AMD and NVIDIA, and in
all cases the operations is successful.

I think the D3D12 runtime used reject resources created in the
configurations detailed above, but it doesn't any more (both
using the latest Agility SDK and the runtime distributed with
an updated Windows 11 system). However the CI still uses an
earlier runtime, so the old behavior is still allowed as
broken.
2025-05-15 14:09:23 +02:00
Elizabeth Figura
c1adf54a44 vkd3d-shader/hlsl: Forbid referring to typedefs with "struct". 2025-05-14 15:09:48 +02:00