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

@@ -13,16 +13,16 @@ uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 0 0 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
uniform 12 float4 1 0 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 12 float4 0 1 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 12 float4 1 1 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (9.0, 10.0, 11.0, 12.0)
probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)
[pixel shader]
@@ -37,16 +37,16 @@ float4 main() : SV_TARGET
[test]
uniform 0 float 0
todo(glsl) draw quad
probe all rgba (11.0, 11.0, 11.0, 11.0)
probe (0, 0) rgba (11.0, 11.0, 11.0, 11.0)
uniform 0 float 1
todo(glsl) draw quad
probe all rgba (12.0, 12.0, 12.0, 12.0)
probe (0, 0) rgba (12.0, 12.0, 12.0, 12.0)
uniform 0 float 2
todo(glsl) draw quad
probe all rgba (13.0, 13.0, 13.0, 13.0)
probe (0, 0) rgba (13.0, 13.0, 13.0, 13.0)
uniform 0 float 3
todo(glsl) draw quad
probe all rgba (14.0, 14.0, 14.0, 14.0)
probe (0, 0) rgba (14.0, 14.0, 14.0, 14.0)
[pixel shader todo(sm<4)]
@@ -62,7 +62,7 @@ float4 main() : sv_target
[test]
uniform 0 float 2.3
todo(sm<4 | glsl) draw quad
probe all rgba (3, 3, 3, 3)
probe (0, 0) rgba (3, 3, 3, 3)
[pixel shader todo(sm<4)]
@@ -78,16 +78,16 @@ float4 main() : SV_TARGET
[test]
uniform 0 float 0
todo(sm<4 | glsl) draw quad
probe all rgba (21.0, 1.0, 24.0, 0.0)
probe (0, 0) rgba (21.0, 1.0, 24.0, 0.0)
uniform 0 float 1
todo(sm<4 | glsl) draw quad
probe all rgba (22.0, 0.0, 23.0, 1.0)
probe (0, 0) rgba (22.0, 0.0, 23.0, 1.0)
uniform 0 float 2
todo(sm<4 | glsl) draw quad
probe all rgba (23.0, 1.0, 22.0, 0.0)
probe (0, 0) rgba (23.0, 1.0, 22.0, 0.0)
uniform 0 float 3
todo(sm<4 | glsl) draw quad
probe all rgba (24.0, 0.0, 21.0, 1.0)
probe (0, 0) rgba (24.0, 0.0, 21.0, 1.0)
[pixel shader todo(sm<4)]
@@ -103,16 +103,16 @@ float4 main() : sv_target
[test]
uniform 0 float4 0 0 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
uniform 0 float4 1 0 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 0 float4 0 1 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
uniform 0 float4 1 1 0 0
todo(sm<4 | glsl) draw quad
probe all rgba (9.0, 10.0, 11.0, 12.0)
probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)
[pixel shader todo(sm<4)]
@@ -131,7 +131,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0 0 2.4 0
todo(sm<4 | glsl) draw quad
probe all rgba (1.0, 120.0, 90.0, 4.0)
probe (0, 0) rgba (1.0, 120.0, 90.0, 4.0)
% SM1 doesn't support relative addressing if it is used in a l-value.
@@ -156,15 +156,15 @@ float4 main() : sv_target
uniform 0 int 0
uniform 1 int 0
todo(glsl) draw quad
probe all rgba (100, 6, 7, 8)
probe (0, 0) rgba (100, 6, 7, 8)
uniform 0 int 2
uniform 1 int 2
todo(glsl) draw quad
probe all rgba (5, 6, 100, 8)
probe (0, 0) rgba (5, 6, 100, 8)
uniform 0 int 1
uniform 1 int 3
todo(glsl) draw quad
probe all rgba (5, 6, 7, 4)
probe (0, 0) rgba (5, 6, 7, 4)
[pixel shader]
@@ -193,7 +193,7 @@ uniform 4 float4 5 6 7 8
uniform 8 int 3
uniform 9 int 4
todo(glsl) draw quad
probe all rgba (1126, 3344, 5566, 3788)
probe (0, 0) rgba (1126, 3344, 5566, 3788)
[pixel shader]
@@ -213,7 +213,7 @@ float4 main() : sv_target
uniform 0 uint 1
uniform 1 uint 0x40a00000
todo(glsl) draw quad
probe all rgba (1, 5, 3, 4)
probe (0, 0) rgba (1, 5, 3, 4)
[require]
@@ -244,6 +244,6 @@ uniform 12 float 4.0
uniform 16 uint4 3 1 0 2
uniform 20 uint4 0 3 1 2
todo(sm<4 | glsl) draw quad
if(sm<4) todo probe all rgba (1.0, 1.0, 1.0, 1.0)
if(sm>=4 & sm<6) todo probe all rgba (4.0, 4.0, 4.0, 4.0)
if(sm>=6) probe all rgba (4.0, 3.0, 2.0, 1.0)
if(sm<4) todo probe (0,0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm>=4 & sm<6) todo probe (0,0) rgba (4.0, 4.0, 4.0, 4.0)
if(sm>=6) probe (0,0) rgba (4.0, 3.0, 2.0, 1.0)