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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
@@ -9,7 +9,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 2.0 3.0 4.0 5.0
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todo(glsl) draw quad
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probe all rgba (7.34846926, 7.34846926, 7.34846926, 7.34846926) 1
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probe (0, 0) rgba (7.34846926, 7.34846926, 7.34846926, 7.34846926) 1
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[pixel shader]
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uniform float3 x;
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@@ -22,7 +22,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 2.0 3.0 4.0 0.0
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todo(glsl) draw quad
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probe all rgba (5.38516474, 5.38516474, 5.38516474, 5.38516474) 1
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probe (0, 0) rgba (5.38516474, 5.38516474, 5.38516474, 5.38516474) 1
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[pixel shader]
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uniform float2 x;
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@@ -35,7 +35,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 2.0 3.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (3.60555124, 3.60555124, 3.60555124, 3.60555124) 1
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probe (0, 0) rgba (3.60555124, 3.60555124, 3.60555124, 3.60555124) 1
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[pixel shader]
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uniform float1 x;
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@@ -48,7 +48,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 2.0 0.0 0.0 0.0
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todo(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]
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uniform float x;
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@@ -61,7 +61,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 2.0 0.0 0.0 0.0
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todo(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 fail]
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uniform float1x3 x;
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