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:
Elizabeth Figura
2024-02-10 13:16:22 -06:00
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
163 changed files with 1003 additions and 1007 deletions

View File

@@ -11,7 +11,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 16.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (21.0, -11.0, 80.0, 0.0)
probe (0, 0) rgba (21.0, -11.0, 80.0, 0.0)
[pixel shader todo(sm<4)]
uniform float2 a;
@@ -26,7 +26,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 16.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (5.0, 5.0, -5.0, 3.0)
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader todo(sm<4)]
uniform float2 a;
@@ -41,7 +41,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (8.0, -8.0, -8.0, 8.0)
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader todo(sm<4)]
uniform float2 a;
@@ -56,7 +56,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (2.0, -2.0, 2.0, -2.0)
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
[pixel shader todo(sm<4)]
uniform float2 a;
@@ -71,7 +71,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (9.0, -9.0, -9.0, 9.0)
probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
[pixel shader todo(sm<4)]
uniform float2 a;
@@ -86,7 +86,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
uniform float4 a;
@@ -99,7 +99,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 -7.0 0.0 -10.0
todo(glsl) draw quad
probe all rgba (5.0, 7.0, 0.0, 10.0)
probe (0, 0) rgba (5.0, 7.0, 0.0, 10.0)
[pixel shader todo(sm<4)]
uniform float4 a;
@@ -118,7 +118,7 @@ float4 main() : sv_target
uniform 0 float4 45.0 5.0 50.0 10.0
uniform 4 float4 3.0 8.0 2.0 5.0
todo(sm<4 | glsl) draw quad
probe all rgba (9.0, 5.0, 1.0, 3.0)
probe (0, 0) rgba (9.0, 5.0, 1.0, 3.0)
[require]
shader model >= 6.0
@@ -137,7 +137,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 5000000000 16000000000
draw quad
probe all rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
probe (0, 0) rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
[pixel shader]
uniform int64_t2 a;
@@ -152,7 +152,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 5000000000 16000000000
draw quad
probe all rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
probe (0, 0) rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
[pixel shader]
uniform int64_t2 a;
@@ -167,7 +167,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 42000000000 5000000000
draw quad
probe all rgba (8.0, -8.0, -8.0, 8.0)
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader]
uniform int64_t2 a;
@@ -182,7 +182,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 42000000000 5000000000
draw quad
probe all rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
probe (0, 0) rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
[pixel shader]
uniform int64_t2 a;
@@ -195,4 +195,4 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 5000000000 -7000000000
draw quad
probe all rgba (5.0e9, 7.0e9, 0.0, 0.0)
probe (0, 0) rgba (5.0e9, 7.0e9, 0.0, 0.0)