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