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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]
format r32g32b32a32 float
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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