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

@@ -9,7 +9,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
todo(glsl) draw quad
probe all rgba (0.272165537, 0.408248305, 0.544331074, 0.680413842) 2
probe (0, 0) rgba (0.272165537, 0.408248305, 0.544331074, 0.680413842) 2
[pixel shader]
uniform float3 x;
@@ -22,7 +22,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 3.0 4.0 0.0
todo(glsl) draw quad
probe all rgba (0.371390700, 0.557086051, 0.742781401, 0.0) 1
probe (0, 0) rgba (0.371390700, 0.557086051, 0.742781401, 0.0) 1
[pixel shader]
uniform float2 x;
@@ -35,7 +35,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 3.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.554700196, 0.832050323, 0.0, 0.0) 1
probe (0, 0) rgba (0.554700196, 0.832050323, 0.0, 0.0) 1
[pixel shader]
uniform float1 x;
@@ -48,7 +48,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
uniform float x;
@@ -61,7 +61,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader fail]
uniform float1x3 x;