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

@@ -12,10 +12,10 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
uniform 0 float4 0.1 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader todo(sm<4)]
uniform float4 u;
@@ -44,7 +44,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
[pixel shader fail(sm<6)]
float4 u;
@@ -88,10 +88,10 @@ float4 main() : sv_target
[test]
uniform 0 float -2
todo(glsl) draw quad
probe all rgba (1, 2, 3, 4)
probe (0, 0) rgba (1, 2, 3, 4)
uniform 0 float 10
todo(glsl) draw quad
probe all rgba (10, 20, 30, 40)
probe (0, 0) rgba (10, 20, 30, 40)
[pixel shader]
@@ -109,7 +109,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.9, 0.8, 0.7, 0.6)
probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
[pixel shader]
float4 main() : sv_target
@@ -126,7 +126,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (9.0, 10.0, 11.0, 12.0)
probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)
[pixel shader]
@@ -146,19 +146,19 @@ if(sm<4) uniform 4 float 9
if(sm>=4) uniform 0 int 8
if(sm>=4) uniform 1 int 9
todo(glsl) draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0)
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
if(sm<4) uniform 0 float -3
if(sm<4) uniform 4 float -4
if(sm>=4) uniform 0 int -3
if(sm>=4) uniform 1 int -4
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float 7
if(sm<4) uniform 4 float 7
if(sm>=4) uniform 0 int 7
if(sm>=4) uniform 1 int 7
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
@@ -178,19 +178,19 @@ if(sm<4) uniform 4 float 9
if(sm>=4) uniform 0 int 8
if(sm>=4) uniform 1 int 9
todo(glsl) draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0)
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
if(sm<4) uniform 0 float -3
if(sm<4) uniform 4 float -4
if(sm>=4) uniform 0 int -3
if(sm>=4) uniform 1 int -4
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float 7
if(sm<4) uniform 4 float 7
if(sm>=4) uniform 0 int 7
if(sm>=4) uniform 1 int 7
todo(glsl) draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0)
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
[pixel shader]
@@ -210,13 +210,13 @@ if(sm<4) uniform 4 float -2
if(sm>=4) uniform 0 int -3
if(sm>=4) uniform 1 int -2
todo(glsl) draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0)
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
if(sm<4) uniform 0 float 4
if(sm<4) uniform 4 float 4
if(sm>=4) uniform 0 int 4
if(sm>=4) uniform 1 int 4
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
% Test "if" conditionals, using resource loads to ensure we aren't removing these instruction with optimizations.
@@ -244,10 +244,10 @@ float4 main() : sv_target
[test]
uniform 0 float -2
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 4.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 4.0)
uniform 0 float 4
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader todo(sm<4)]
@@ -268,10 +268,10 @@ float4 main() : sv_target
[test]
uniform 0 float 2
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 4.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 4.0)
uniform 0 float 1
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 0.0, 0.0, 4.0)
probe (0, 0) rgba (1.0, 0.0, 0.0, 4.0)
uniform 0 float 0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 1.0, 0.0, 4.0)
probe (0, 0) rgba (1.0, 1.0, 0.0, 4.0)