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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).
This commit is contained in:
committed by
Henri Verbeet
parent
021eb28584
commit
d3ba810c98
Notes:
Henri Verbeet
2024-06-14 00:05:14 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/908
@@ -11,7 +11,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 5.0 16.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (21.0, -11.0, 80.0, 0.0)
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probe (0, 0) rgba (21.0, -11.0, 80.0, 0.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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@@ -26,7 +26,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 5.0 16.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (5.0, 5.0, -5.0, 3.0)
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probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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@@ -41,7 +41,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (8.0, -8.0, -8.0, 8.0)
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probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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@@ -56,7 +56,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (2.0, -2.0, 2.0, -2.0)
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probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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@@ -71,7 +71,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (9.0, -9.0, -9.0, 9.0)
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probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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@@ -86,7 +86,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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uniform float4 a;
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@@ -99,7 +99,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 5.0 -7.0 0.0 -10.0
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todo(glsl) draw quad
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probe all rgba (5.0, 7.0, 0.0, 10.0)
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probe (0, 0) rgba (5.0, 7.0, 0.0, 10.0)
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[pixel shader todo(sm<4)]
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uniform float4 a;
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@@ -118,7 +118,7 @@ float4 main() : sv_target
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uniform 0 float4 45.0 5.0 50.0 10.0
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uniform 4 float4 3.0 8.0 2.0 5.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (9.0, 5.0, 1.0, 3.0)
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probe (0, 0) rgba (9.0, 5.0, 1.0, 3.0)
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[require]
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shader model >= 6.0
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@@ -137,7 +137,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 int64_t2 5000000000 16000000000
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draw quad
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probe all rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
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probe (0, 0) rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
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[pixel shader]
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uniform int64_t2 a;
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@@ -152,7 +152,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 int64_t2 5000000000 16000000000
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draw quad
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probe all rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
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probe (0, 0) rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
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[pixel shader]
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uniform int64_t2 a;
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@@ -167,7 +167,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 int64_t2 42000000000 5000000000
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draw quad
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probe all rgba (8.0, -8.0, -8.0, 8.0)
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probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
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[pixel shader]
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uniform int64_t2 a;
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@@ -182,7 +182,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 int64_t2 42000000000 5000000000
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draw quad
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probe all rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
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probe (0, 0) rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
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[pixel shader]
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uniform int64_t2 a;
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@@ -195,4 +195,4 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 int64_t2 5000000000 -7000000000
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draw quad
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probe all rgba (5.0e9, 7.0e9, 0.0, 0.0)
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probe (0, 0) rgba (5.0e9, 7.0e9, 0.0, 0.0)
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