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So we have a more recent version of SPIRV-Tools and also don't have to recompile Mesa to test llvmpipe. This fixes a few failing tests, but also breaks a couple.
118 lines
2.6 KiB
Plaintext
118 lines
2.6 KiB
Plaintext
[pixel shader todo(sm<4)]
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uniform float4 f;
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float4 main() : sv_target
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{
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float exp;
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float mantissa = frexp(f.x, exp);
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return float4(exp, mantissa, 0.0, 0.0);
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}
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[test]
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uniform 0 float4 3.1415927 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe (0, 0) f32(2.0, 0.785398185, 0.0, 0.0)
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uniform 0 float4 -3.1415927 0.0 0.0 0.0
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todo(sm<4) draw quad
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if(sm<4) probe (0, 0) f32(2.0, -0.785398185, 0.0, 0.0)
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% Starting with shader model 4, negative inputs give positive mantissa.
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if(sm>=4) probe (0, 0) f32(2.0, 0.785398185, 0.0, 0.0)
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uniform 0 float4 7604.123 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe (0, 0) f32(13.0, 0.92823765, 0.0, 0.0)
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uniform 0 float4 0.00001234 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe (0, 0) f32(-16.0, 0.8087142, 0.0, 0.0)
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe (0, 0) f32(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(sm<4) draw quad
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probe (0, 0) f32(0.0, 0.0, 0.0, 0.0)
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uniform 0 float4 INF 0.0 0.0 0.0
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todo(sm<4) draw quad
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% Results for sm<4 are not uniform across drivers.
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if(sm>=4) probe (0, 0) f32(129, 0.5, 0, 0)
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uniform 0 float4 -INF 0.0 0.0 0.0
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todo(sm<4) draw quad
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% Results for sm<4 are not uniform across drivers.
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if(sm>=4) probe (0, 0) f32(129, 0.5, 0, 0)
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% NaN, with a well defined mantissa (pi / 4)
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uniform 0 uint4 0x7fc90fdb 0 0 0
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todo(sm<4) draw quad
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if(sm<4) probe (0, 0) f32(NAN, NAN, 0, 0)
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if(sm>=4) probe (0, 0) f32(129, 0.785398185, 0, 0)
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% Subnormals.
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uniform 0 uint4 0x0007ffff 0 0 0
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todo(sm<4) draw quad
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bug(llvmpipe & llvm>=16) probe (0, 0) f32(0, 0, 0, 0)
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[pixel shader]
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float4 main() : sv_target
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{
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int arg = 7604;
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int exp;
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/* Integers are promoted to floats. */
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int mantissa = frexp(arg, exp);
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return float4(exp, mantissa, 0, 0);
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}
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[test]
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draw quad
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probe (0, 0) f32(13.0, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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bool arg = true;
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bool exp;
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/* Bools are promoted to floats. */
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bool mantissa = frexp(arg, exp);
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return float4(exp, mantissa, 0, 0);
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}
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[test]
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draw quad
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if(sm<4) todo probe (0, 0) f32(0.0, 1.0, 0.0, 0.0)
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if(sm>=4) probe (0, 0) f32(1.0, 1.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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half arg = 3.141;
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half exp;
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/* Halfs are promoted to floats. */
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half mantissa = frexp(arg, exp);
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return float4(exp, mantissa, 0, 0);
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}
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[test]
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draw quad
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probe (0, 0) f32(2.0, 0.785250008, 0.0, 0.0)
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[require]
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shader model >= 5.0
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float64
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[pixel shader todo]
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float4 main() : sv_target
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{
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double arg = 3.14156265358979323;
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double exp;
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double mantissa = frexp(arg, exp);
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return float4(exp, mantissa, 0, 0);
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0) f32(2.0, 0.785390675, 0.0, 0.0)
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