Commit 9d918659 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d11/tests: Fix SM4 not instruction test.

parent 032701c9
...@@ -10823,23 +10823,21 @@ static void test_uint_shader_instructions(void) ...@@ -10823,23 +10823,21 @@ static void test_uint_shader_instructions(void)
static const DWORD ps_not_code[] = static const DWORD ps_not_code[] =
{ {
#if 0 #if 0
uint bits[2]; uint2 bits;
uint4 main() : SV_Target uint4 main() : SV_Target
{ {
return uint4(~bits[0], ~(bits[0] ^ ~0u), ~bits[1], ~(bits[1] ^ ~0u)); return uint4(~bits.x, ~(bits.x ^ ~0u), ~bits.y, ~(bits.y ^ ~0u));
} }
#endif #endif
0x43425844, 0x1d56b429, 0xb5f4c0e1, 0x496a0bfd, 0xfc6f8e6f, 0x00000001, 0x00000140, 0x00000003, 0x43425844, 0xaed0fd26, 0xf719a878, 0xc832efd6, 0xba03c264, 0x00000001, 0x00000100, 0x00000003,
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000c8, 0x00000040, 0x00000032, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000088, 0x00000040, 0x00000022,
0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
0x00000001, 0x08000057, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x00000001, 0x0b000057, 0x00100032, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x00004002,
0xffffffff, 0x0500003b, 0x00102022, 0x00000000, 0x0010000a, 0x00000000, 0x08000057, 0x00100012, 0xffffffff, 0xffffffff, 0x00000000, 0x00000000, 0x0500003b, 0x001020a2, 0x00000000, 0x00100406,
0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x00004001, 0xffffffff, 0x0500003b, 0x00102082, 0x00000000, 0x0600003b, 0x00102052, 0x00000000, 0x00208106, 0x00000000, 0x00000000, 0x0100003e,
0x00000000, 0x0010000a, 0x00000000, 0x0600003b, 0x00102012, 0x00000000, 0x0020800a, 0x00000000,
0x00000000, 0x0600003b, 0x00102042, 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x0100003e,
}; };
static const struct shader ps_bfi = {ps_bfi_code, sizeof(ps_bfi_code), D3D_FEATURE_LEVEL_11_0}; static const struct shader ps_bfi = {ps_bfi_code, sizeof(ps_bfi_code), D3D_FEATURE_LEVEL_11_0};
static const struct shader ps_ubfe = {ps_ubfe_code, sizeof(ps_ubfe_code), D3D_FEATURE_LEVEL_11_0}; static const struct shader ps_ubfe = {ps_ubfe_code, sizeof(ps_ubfe_code), D3D_FEATURE_LEVEL_11_0};
...@@ -10877,13 +10875,13 @@ static void test_uint_shader_instructions(void) ...@@ -10877,13 +10875,13 @@ static void test_uint_shader_instructions(void)
{&ps_bfi, {~0x1fu, ~0x1fu, ~0u, 1}, { 1, 1, 1, 1}}, {&ps_bfi, {~0x1fu, ~0x1fu, ~0u, 1}, { 1, 1, 1, 1}},
{&ps_bfi, {~0x1fu, ~0x1fu, ~0u, 2}, { 2, 2, 2, 2}}, {&ps_bfi, {~0x1fu, ~0x1fu, ~0u, 2}, { 2, 2, 2, 2}},
{&ps_ubfe, {0x00000000}, {0x00000000, 0x00000000, 0x00000000, 0x00000000}}, {&ps_ubfe, {0x00000000}, {0x00000000, 0x00000000, 0x00000000, 0x00000000}},
{&ps_ubfe, {0xffffffff}, {0x0000000f, 0x007fffff, 0x0000007f, 0x3fffffff}}, {&ps_ubfe, {0xffffffff}, {0x0000000f, 0x007fffff, 0x0000007f, 0x3fffffff}},
{&ps_ubfe, {0xff000000}, {0x00000000, 0x007f0000, 0x00000000, 0x3f800000}}, {&ps_ubfe, {0xff000000}, {0x00000000, 0x007f0000, 0x00000000, 0x3f800000}},
{&ps_ubfe, {0x00ff0000}, {0x00000000, 0x0000ff00, 0x00000000, 0x007f8000}}, {&ps_ubfe, {0x00ff0000}, {0x00000000, 0x0000ff00, 0x00000000, 0x007f8000}},
{&ps_ubfe, {0x000000ff}, {0x0000000f, 0x00000000, 0x0000007f, 0x0000007f}}, {&ps_ubfe, {0x000000ff}, {0x0000000f, 0x00000000, 0x0000007f, 0x0000007f}},
{&ps_ubfe, {0x80000001}, {0x00000000, 0x00000000, 0x00000000, 0x00000000}}, {&ps_ubfe, {0x80000001}, {0x00000000, 0x00000000, 0x00000000, 0x00000000}},
{&ps_ubfe, {0xc0000003}, {0x00000000, 0x00400000, 0x00000001, 0x20000001}}, {&ps_ubfe, {0xc0000003}, {0x00000000, 0x00400000, 0x00000001, 0x20000001}},
{&ps_bfrev, {0x12345678}, {0x1e6a2c48, 0x12345678, 0x1e6a0000, 0x2c480000}}, {&ps_bfrev, {0x12345678}, {0x1e6a2c48, 0x12345678, 0x1e6a0000, 0x2c480000}},
{&ps_bfrev, {0xffff0000}, {0x0000ffff, 0xffff0000, 0x00000000, 0xffff0000}}, {&ps_bfrev, {0xffff0000}, {0x0000ffff, 0xffff0000, 0x00000000, 0xffff0000}},
...@@ -10927,7 +10925,7 @@ static void test_uint_shader_instructions(void) ...@@ -10927,7 +10925,7 @@ static void test_uint_shader_instructions(void)
context = test_context.immediate_context; context = test_context.immediate_context;
feature_level = ID3D11Device_GetFeatureLevel(device); feature_level = ID3D11Device_GetFeatureLevel(device);
cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, 4 * sizeof(tests[0].bits), NULL); cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(tests[0].bits), NULL);
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb); ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc); ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
......
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