vkd3d/tests/hlsl/length.shader_test
Conor McCarthy 57280673e5 tests/shader-runner: Test shaders with dxcompiler.
The location of dxcompiler should be set during configuration with
'DXCOMPILER_LIBS=-L/path/to/dxcompiler', and then at runtime with
LD_LIBRARY_PATH, WINEPATH or PATH as applicable.

A new 'fail(sm<6)' decoration is needed on many shader declarations
because dxcompiler succeeds on many shaders which fail with fxc. The
opposite case is less common and is flagged with 'fail(sm>=6)'. A few
tests cause dxcompiler to crash or hang, so these are avoided using
[require], which now skips tests until reset instead of exiting. Also,
'todo(sm<6)' and 'todo(sm>=6)' are used to separate checking of results.
2023-10-11 22:21:14 +02:00

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[pixel shader]
uniform float4 x;
float4 main() : SV_TARGET
{
return length(x);
}
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
todo(sm>=6) draw quad
probe all rgba (7.34846926, 7.34846926, 7.34846926, 7.34846926) 1
[pixel shader]
uniform float3 x;
float4 main() : SV_TARGET
{
return length(x);
}
[test]
uniform 0 float4 2.0 3.0 4.0 0.0
todo(sm>=6) draw quad
probe all rgba (5.38516474, 5.38516474, 5.38516474, 5.38516474) 1
[pixel shader]
uniform float2 x;
float4 main() : SV_TARGET
{
return length(x);
}
[test]
uniform 0 float4 2.0 3.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (3.60555124, 3.60555124, 3.60555124, 3.60555124) 1
[pixel shader]
uniform float1 x;
float4 main() : SV_TARGET
{
return length(x);
}
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (2.0, 2.0, 2.0, 2.0)
[pixel shader]
uniform float x;
float4 main() : SV_TARGET
{
return length(x);
}
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (2.0, 2.0, 2.0, 2.0)
[pixel shader fail]
uniform float1x3 x;
float4 main() : SV_TARGET
{
return length(x);
}
[pixel shader fail]
uniform float4x1 x;
float4 main() : SV_TARGET
{
return length(x);
}