Giovanni Mascellani
f890db872a
tests/d3d12: Do not allow texture creation to fail when testing UAV uint clears.
...
If the format is supported texture creation should always succeed.
2025-04-21 14:40:31 +02:00
Giovanni Mascellani
f932af7f18
tests/d3d12: Check that B5G6R5_UNORM and B5G5R5A1_UNORM are supported before testing them.
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They are not always available on NVIDIA GPUs.
2025-04-21 14:36:39 +02:00
Giovanni Mascellani
4324817c68
tests/d3d12: Set the descriptor heap when clearing UAVs.
2025-04-21 14:32:58 +02:00
Giovanni Mascellani
a189a4cfb7
tests/hlsl: Do not test the implicit passthrough control point phase for SM6.
2025-04-16 16:43:45 +02:00
Giovanni Mascellani
dbd1938ce4
tests/hlsl: Fix the precision for a 16-bit arithmetic test.
2025-04-16 16:42:20 +02:00
Giovanni Mascellani
3186d66596
tests/hlsl: Do not test dst() on integer arguments with SM6.
...
That seems to hit a DXC bug we're not interested into.
2025-04-16 16:36:58 +02:00
Giovanni Mascellani
9db9f3bdaf
tests/hlsl: Do not test 16-bit out-of-bound varyings.
2025-04-16 16:35:23 +02:00
Giovanni Mascellani
26656808e6
tests/hlsl: Remove a test in which a function reads an "out" argument.
...
The code doesn't make sense in the first place, even if it's
accepted by the compiler, so it makes sense that the behaviour
is undefined. And indeed the behaviour is different on AMD (4 is
returned), NVIDIA (QNaN is returned) and WARP (device is removed).
2025-04-16 16:30:19 +02:00
Giovanni Mascellani
df1aecb7bd
tests/hlsl: Do not test 16-bit out-of-bound UAV writes.
2025-04-16 16:28:42 +02:00
Giovanni Mascellani
0ac661f571
tests/hlsl: Do not test 16-bit out-of-bound SRV buffer reads.
...
They do not behave consistently between AMD, NVIDIA and WARP, so
there is little point enforcing a specific behaviour.
2025-04-16 16:25:26 +02:00
Giovanni Mascellani
64bd2af015
tests/shader_runner_d3d9: Request the adapter specified on the command line.
2025-04-16 16:24:39 +02:00
Giovanni Mascellani
4412a83655
tests: Create structured buffers with the appropriate stride.
...
The stride didn't match the structure size used in the shader.
This didn't seem to be a problem on AMD and WARP, but it was
on NVIDIA on Windows. Specifically, it seems that the buffer
is read using the shader structure size (so most tests pass),
but bounds are checked using the buffer stride, so a test
returned zero simply because an out-of-bounds read was detected.
2025-04-14 15:56:01 +02:00
Giovanni Mascellani
85e848289b
tests/shader_runner_d3d11: Do not create CPU-readable multisample resolution textures.
...
Unless the D3D11_FEATURE_DATA_D3D11_OPTIONS2.MapOnDefaultTextures
feature is supported, textures with default usage cannot be read by the
CPU; and there isn't a need to either, since we're going through a
staging texture anyway.
This worked on AMD and WARP, but failed on NVIDIA on Windows.
2025-04-14 15:54:27 +02:00
Henri Verbeet
4e783e2d66
tests/shader_runner: Get rid of enum texture_data_type.
2025-04-14 15:48:24 +02:00
Francisco Casas
7b21059ee5
vkd3d-shader/hlsl: Support the .Length property for Textures.
...
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=57686
2025-04-14 15:47:16 +02:00
Francisco Casas
2dce34d7e0
tests/hlsl: Test the object .Length property.
2025-04-14 15:41:47 +02:00
Feifan He
ba7a9a0b29
vkd3d-shader/msl: Implement VKD3DSIH_LD.
...
Co-authored-by: Giovanni Mascellani <gmascellani@codeweavers.com >
2025-04-14 15:27:02 +02:00
Feifan He
015a751ea0
tests/shader_runner_metal: Add texture support.
...
Co-authored-by: Giovanni Mascellani <gmascellani@codeweavers.com >
2025-04-14 14:50:51 +02:00
Giovanni Mascellani
ed677a8f32
tests/shader_runner_metal: Do not use shared buffers.
...
They are not supported on non-Apple discrete GPUs. Instead make
them managed (if they are short lived) or private.
2025-04-14 14:38:39 +02:00
Feifan He
e5bb3a5233
tests/shader_runner_metal: Introduce a helper to encode the argument buffer.
...
Co-authored-by: Giovanni Mascellani <gmascellani@codeweavers.com >
2025-04-14 14:38:39 +02:00
Giovanni Mascellani
eb9e254b8c
tests/shader_runner_metal: Handle multisampled 2D texture arrays properly.
...
They're not supported by the shader runner anyway, but there's no
reason to make the code subtly wrong.
2025-04-14 14:38:38 +02:00
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