From 199d1f52b6690843fbdc7a383775396469516e56 Mon Sep 17 00:00:00 2001 From: jsmall-nvidia Date: Fri, 7 Feb 2020 13:10:04 -0500 Subject: HLSL Intrinsic coverage test improvements (#1206) * Fix CPP construct when matrix type. * Test intrinsics on float matrices. * Fix typo in _areNearlyEqual test. Increased default sensitivity. Added matrix-float test. * Matrix double test. Fixed some issues with CUDA. * Added reduced intrinsic version of matrix-double test. * Improve matrix double coverage. Test reflect/length etc on vector float. * * Added literal-float test. * Added vector double test * Improved coverage of vector/matrix tests * Disable Dx11 double-vector test because fails on CI. * Disable literal-float, because on CI fails. --- docs/64bit-type-support.md | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'docs') diff --git a/docs/64bit-type-support.md b/docs/64bit-type-support.md index 2f52ef6a8..506e05493 100644 --- a/docs/64bit-type-support.md +++ b/docs/64bit-type-support.md @@ -13,6 +13,7 @@ Slang 64-bit Type Support * D3D targets *appear* to support double intrinsics (like sin, cos, log etc), but behind the scenes they are actually being converted to float * When using D3D12, it is best to use DXIL if you use double because there are some serious issues around double and DXBC * VK will produce an error in validation if a double intrinsic is used it does support (which is most of them) +* Vector and Matrix types have even spottier than scalar intrinsic support across targets Overview ======== @@ -60,8 +61,6 @@ uint64_t j = ~0; // Equivalent to 'i' because uint64_t(int64_t(~int32_t These issues are discussed more on issue [#1185](https://github.com/shader-slang/slang/issues/1185) -Note this initial testing only tested scalar usage, and not vector or matrix intrinsics. - Double support ============== -- cgit v1.2.3