vkd3d/tests/hlsl/smoothstep.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]
float4 main() : sv_target
{
float4 a = {1, -1, -1, 10};
float4 b = {2, 1, 1, 20};
float4 x = {0.3, 0.4, 2, 15.4};
return smoothstep(a, b, x);
}
[test]
draw quad
probe all rgba (0, 0.784, 1.0, 0.559872) 1
[pixel shader]
float4 main() : sv_target
{
float a = 1;
float b = 2;
float4 x = {0.9, 1.2, 1.8, 2.1};
return smoothstep(a, b, x);
}
[test]
draw quad
probe all rgba (0, 0.104, 0.896, 1.000000) 6
[pixel shader]
float4 main() : sv_target
{
float4 a = {1, 10, 100, 1000};
float4 b = {2, 20, 200, 2000};
float x = 14;
return smoothstep(a, b, x);
}
[test]
draw quad
probe all rgba (1.0, 0.352, 0, 0) 1
[pixel shader]
float4 main() : sv_target
{
float2 a = {1, 10};
float3 b = {2, 20, 200};
float4 x = {1.4, 14, 140, 1400};
float2 res = smoothstep(a, b, x);
return float4(res, 0, 0);
}
[test]
draw quad
probe all rgba (0.352, 0.352, 0, 0) 1
[pixel shader]
float4 main() : sv_target
{
float3 a = {1, 10, 100};
float2 b = {2, 20};
float4 x = {1.4, 14, 140, 1400};
float2 res = smoothstep(a, b, x);
return float4(res, 0, 0);
}
[test]
draw quad
probe all rgba (0.352, 0.352, 0, 0) 1
[pixel shader]
float4 main() : sv_target
{
float4 a = {1, 10, 100, 1000};
float4 b = {2, 20, 200, 2000};
float2 x = {14, 140};
float2 res = smoothstep(a, b, x);
return float4(res, 0, 0);
}
[test]
draw quad
probe all rgba (1.0, 1.0, 0, 0) 1
[pixel shader]
float4 main() : sv_target
{
float2x3 a = {1, 1, 1, 1, 1, 1};
float3x2 b = {2, 2, 2, 2, 2, 2};
float4x2 x = {1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8};
float2x2 r = smoothstep(a, b, x);
return r;
}
[test]
draw quad
probe all rgba (0.028, 0.104, 0.216, 0.352) 6
[pixel shader]
// 4 division by zero warnings.
// Only test compilation because result is implementation-dependent.
float4 main() : sv_target
{
float4 a = {0, 0, 0, 0};
float4 b = {-1, -1, 0, 0};
float4 x = {0, -0.25, 0, 1};
return smoothstep(a, b, x);
}
[pixel shader]
float4 main() : sv_target
{
float4x1 a = {0.0, 0.0, 0.0, 0.0};
float b = 1.0;
float3x1 x = {0.5, 0.5, 0.5};
float3x1 r = smoothstep(a, b, x);
return float4(r, 0);
}
[test]
draw quad
probe all rgba (0.5, 0.5, 0.5, 0.0)
[pixel shader]
float4 main() : sv_target
{
float4x1 a = {0.0, 0.0, 0.0, 0.0};
float2x2 b = {1.0, 1.0, 1.0, 1.0};
float3x1 x = {0.5, 0.5, 0.5};
float2x1 r = smoothstep(a, b, x);
return float4(r, r);
}
[test]
draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader fail]
float4 main() : sv_target
{
float2x2 a = {0.0, 0.0, 0.0, 0.0};
float4 b = 1.0;
float2x2 x = {0.5, 0.5, 0.5, 0.5};
smoothstep(a, b, x);
return 0;
}