vkd3d/tests/hlsl/matrix-indexing.shader_test
Francisco Casas 1c73513425 tests: Use the vulkan runner to run SM1 compilation tests.
At the current moment this is a little odd because for SM1 [test]
directives are skipped, and the [shader] directives are not executed by
the shader_runner_vulkan.c:compile_shader() but by the general
shader_runner.c:compile_shader(). So in principle it is a little weird
that we go through the vulkan runner.

But fret not, because in the future we plan to make the parser agnostic
to the language of the tests, so we will get rid of the general
shader_runner.c:compile_shader() function and instead call a
runner->compile_shader() function, defined for each runner. Granted,
most of these may call a generic implementation that uses native
compiler in Windows, and vkd3d-shader on Linux, but it would be more
conceptually correct.
2024-01-24 22:37:44 +01:00

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[pixel shader]
uniform float4x4 m;
float4 main() : SV_TARGET
{
return float4(m[0][0], m[1][0], m[1][2], m[2][3]);
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 13.0 14.0 15.0 16.0
draw quad
probe all rgba (1.0, 2.0, 10.0, 15.0)
[pixel shader]
uniform column_major float4x4 m;
float4 main() : SV_TARGET
{
return float4(m[0][0], m[1][0], m[1][2], m[2][3]);
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 13.0 14.0 15.0 16.0
draw quad
probe all rgba (1.0, 2.0, 10.0, 15.0)
[pixel shader]
uniform row_major float4x4 m;
float4 main() : SV_TARGET
{
return float4(m[0][0], m[1][0], m[1][2], m[2][3]);
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 13.0 14.0 15.0 16.0
draw quad
probe all rgba (1.0, 5.0, 7.0, 12.0)
[pixel shader]
uniform float3x2 m;
float4 main() : SV_TARGET
{
float3x2 m2 = m;
return float4(m2[0][0], m2[2][0], m2[1][1], m2[2][1]);
}
[test]
uniform 0 float4 1.0 2.0 3.0 0.0
uniform 4 float4 5.0 6.0 7.0 0.0
draw quad
probe all rgba (1.0, 3.0, 6.0, 7.0)
[pixel shader]
float4 main() : SV_TARGET
{
float2x2 a = float2x2(11.0, 12.0, 13.0, 14.0);
float4x4 m = float4x4(1.0, 2.0, 3.0, 4.0,
float3(5.0, 6.0, 7.0), 8.0,
9.0, 10.0,
a,
15.0, 16.0);
return float4(m[0][0], m[1][0], m[1][2], m[2][3]);
}
[test]
draw quad
probe all rgba (1.0, 5.0, 7.0, 12.0)
[pixel shader]
float4 main() : SV_TARGET
{
float3x2 m = {1, 2, 3, 4, 5, 6};
m[1] = float2(30, 40);
return float4(m[1], m[2]);
}
[test]
draw quad
probe all rgba (30.0, 40.0, 5.0, 6.0)
[pixel shader]
float4 main() : SV_TARGET
{
row_major float3x2 m = {1, 2, 3, 4, 5, 6};
m[2] = float2(50, 60);
return float4(m[1], m[2]);
}
[test]
draw quad
probe all rgba (3.0, 4.0, 50.0, 60.0)
[pixel shader todo(sm<4)]
uniform float i;
float4 main() : sv_target
{
float4x4 mat = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
return mat[i];
}
[test]
uniform 0 float 2
todo(sm<4) draw quad
probe all rgba (8, 9, 10, 11)
[pixel shader todo(sm<4)]
uniform float i;
float4 main() : sv_target
{
row_major float4x4 mat = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
return mat[i];
}
[test]
uniform 0 float 3
todo(sm<4) draw quad
probe all rgba (12, 13, 14, 15)