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

@@ -18,7 +18,7 @@ if(sm>=4) uniform 0 float4 10 20 0 0
if(sm>=4) uniform 4 float4 10 30 50 70
if(sm>=4) uniform 8 float4 20 40 60 80
todo(glsl) draw quad
probe all rgba (10, 20, 50, 60)
probe (0, 0) rgba (10, 20, 50, 60)
[pixel shader fail(sm<6)]
@@ -58,7 +58,7 @@ float4 main() : sv_target { return b; }
[test]
uniform 0 float4 10.0 20.0 30.0 40.0
todo(glsl) draw quad
probe all rgba (10, 20, 30, 40)
probe (0, 0) rgba (10, 20, 30, 40)
[pixel shader]
@@ -72,7 +72,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 10.0 20.0 30.0 40.0
todo(glsl) draw quad
probe all rgba (20, 40, 60, 80)
probe (0, 0) rgba (20, 40, 60, 80)
[pixel shader]
@@ -89,7 +89,7 @@ if(sm<4) uniform 4 float4 50 60 70 80
if(sm>=4) uniform 0 int4 10 20 30 40
if(sm>=4) uniform 4 int4 50 60 70 80
todo(glsl) draw quad
probe all rgba (100, 120, 140, 160)
probe (0, 0) rgba (100, 120, 140, 160)
[pixel shader]
@@ -112,7 +112,7 @@ if(sm<4) uniform 12 float4 80 100 0 0
if(sm>=4) uniform 8 int4 70 90 0 0
if(sm>=4) uniform 12 int4 80 100 0 0
todo(glsl) draw quad
probe all rgba (70, 80, 90, 100)
probe (0, 0) rgba (70, 80, 90, 100)
[pixel shader]
@@ -135,7 +135,7 @@ if(sm>=4) uniform 0 float4 10 20 0 0
if(sm>=4) uniform 4 float4 10 30 50 70
if(sm>=4) uniform 8 float4 20 40 60 80
todo(glsl) draw quad
probe all rgba (10, 20, 50, 60)
probe (0, 0) rgba (10, 20, 50, 60)
[pixel shader fail(sm<6)]
@@ -171,7 +171,7 @@ float4 main() : sv_target { return b; }
[test]
uniform 0 float4 10 20 30 40
todo(glsl) draw quad
probe all rgba (10, 20, 30, 40)
probe (0, 0) rgba (10, 20, 30, 40)
[pixel shader]
@@ -191,7 +191,7 @@ if(sm<4) uniform 0 float4 30 50 40 40
if(sm>=4) uniform 0 float4 10 20 0 0
if(sm>=4) uniform 4 float4 30 50 40 40
todo(glsl) draw quad
probe all rgba (60, 100, 80, 80)
probe (0, 0) rgba (60, 100, 80, 80)
[pixel shader]
@@ -217,7 +217,7 @@ if(sm<4) uniform 12 float4 80 100 0 0
if(sm>=4) uniform 8 int4 70 90 0 0
if(sm>=4) uniform 12 int4 80 100 0 0
todo(glsl) draw quad
probe all rgba (70, 80, 90, 100)
probe (0, 0) rgba (70, 80, 90, 100)
% In SM4, the values in the default values initializer of matrices end up in different components