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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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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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@@ -23,7 +23,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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@@ -36,7 +36,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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@@ -49,7 +49,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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@@ -62,7 +62,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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@@ -76,7 +76,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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@@ -89,7 +89,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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@@ -102,7 +102,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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@@ -115,7 +115,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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@@ -129,7 +129,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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@@ -142,7 +142,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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@@ -155,7 +155,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader]
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@@ -172,10 +172,10 @@ if(sm<4) uniform 4 float 0
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if(sm>=4) uniform 0 int 5
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if(sm>=4) uniform 1 int 0
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todo(glsl) draw quad
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probe all rgba (1.0, 1.0, 0.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 0.0, 1.0)
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if(sm<4) uniform 0 float -1
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if(sm<4) uniform 4 float 3
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if(sm>=4) uniform 0 int -1
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if(sm>=4) uniform 1 int 3
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 1.0, 0.0, 0.0)
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