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vkd3d/tests/hlsl/get-sample-pos.shader_test

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tests/hlsl: Add tests for GetSamplePosition() and GetSampleCount().
2024-04-10 13:51:06 +10:00
[require]
shader model >= 4.1
[srv 0]
tests/shader_runner: Replace spaces with dashes in format names. Probably good if we want to allow specifying several formats in the same line, separated by spaces. While at it, rename "r32g32 int" to "r32g32-sint".
2024-08-01 21:03:46 -04:00
format r32g32b32a32-float
tests/hlsl: Add tests for GetSamplePosition() and GetSampleCount().
2024-04-10 13:51:06 +10:00
size (2dms, 4, 2, 2)
[pixel shader todo]
Texture2DMS<float4, 2> t;
float4 main() : sv_target
{
return float4(t.GetSamplePosition(0), t.GetSamplePosition(1));
}
[test]
tests/shader_runner: Get rid of some redundant "| glsl" conditions. We don't run shader model 6 GLSL tests.
2024-05-02 17:11:57 +02:00
todo(sm<6) draw quad
tests: Stop probing all pixels when drawing a uniform colour. This is simply unnecessary and wastes time. As part of this, simply remove the "all" directive. Only for a couple of tests is it even potentially interesting to validate all pixels (e.g. nointerpolation.shader_test), and for those "all" is replaced with an explicit (0, 0, 640, 480) rect. In all other cases we just probe (0, 0).
2024-02-10 13:16:22 -06:00
probe (0, 0) rgba (-0.125, -0.375, 0.375, -0.125)
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