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vkd3d/tests/hlsl/struct-assignment.shader_test

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tests: Import HLSL struct assignment tests from Wine. Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2020-10-03 16:24:23 -05:00
[pixel shader]
struct apple
{
struct
{
float4 a;
} m;
float4 b;
};
float4 main() : sv_target
{
struct apple q, r, s;
q.m.a = float4(0.1, 0.2, 0.3, 0.4);
q.b = float4(0.5, 0.1, 0.4, 0.5);
s = r = q;
return s.m.a + s.b;
}
[test]
tests/shader_runner: Add GLSL support to the GL runner.
2024-03-19 12:36:23 +01:00
todo(glsl) 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 (0.6, 0.3, 0.7, 0.9) 1
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