vkd3d/tests/hlsl/dot.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;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
uniform 4 float4 10.0 11.0 12.0 13.0
todo(sm>=6) draw quad
probe all rgba (166.0, 166.0, 166.0, 166.0)
[pixel shader]
uniform float2 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 2.0 3.0 0.0 0.0
uniform 4 float4 10.0 11.0 12.0 13.0
todo(sm>=6) draw quad
probe all rgba (53.0, 53.0, 53.0, 53.0)
[pixel shader]
uniform float x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
uniform 4 float4 10.0 11.0 12.0 13.0
todo(sm>=6) draw quad
probe all rgba (92.0, 92.0, 92.0, 92.0)
[pixel shader]
uniform float4 x;
uniform float y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 10.0 11.0 12.0 13.0
uniform 4 float4 2.0 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (92.0, 92.0, 92.0, 92.0)
[pixel shader]
uniform float x;
uniform float y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
% Account for both the SM1 and SM4 uniform layout
uniform 0 float4 2.0 3.0 0.0 0.0
uniform 4 float4 3.0 0.0 0.0 0.0
todo(sm>=6) draw quad
probe all rgba (6.0, 6.0, 6.0, 6.0)
[pixel shader]
static const float4 x = float4(2.0, 3.0, 4.0, 5.0);
static const float4 y = float4(6.0, 7.0, 8.0, 9.0);
float4 main() : sv_target
{
return dot(x, y);
}
[test]
draw quad
probe all rgba (110.0, 110.0, 110.0, 110.0)
[pixel shader fail]
uniform float1x1 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[pixel shader fail]
uniform float1x4 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[pixel shader fail]
uniform float4x1 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[pixel shader fail]
uniform float4x4 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}