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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
@@ -13,7 +13,7 @@ uniform 0 float4 2.0 3.0 4.0 5.0
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uniform 4 float4 0.0 -10.0 10.0 100.0
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uniform 8 float4 0.0 1.0 -1.0 0.75
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todo(glsl) draw quad
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probe all rgba (2.0, -10.0, -2.0, 76.25)
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probe (0, 0) rgba (2.0, -10.0, -2.0, 76.25)
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[pixel shader]
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@@ -34,7 +34,7 @@ if(sm>=4) uniform 0 int4 2 3 4 0
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if(sm>=4) uniform 4 int4 0 -10 10 1000000
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if(sm>=4) uniform 8 int4 0 1 -1 1000000
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todo(glsl) draw quad
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probe all rgba (2.0, -10.0, -2.0, 1e12) 4
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probe (0, 0) rgba (2.0, -10.0, -2.0, 1e12) 4
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[pixel shader]
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@@ -50,7 +50,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (-6.0, -2.2, 4.48, 8.28) 1
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probe (0, 0) rgba (-6.0, -2.2, 4.48, 8.28) 1
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[pixel shader fail]
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