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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
@@ -13,10 +13,10 @@ uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(glsl) draw quad
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probe all rgba (-0.550931, -0.453954, 0.3654653, -1.0248856) 32
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probe (0, 0) rgba (-0.550931, -0.453954, 0.3654653, -1.0248856) 32
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uniform 8 float 100.0
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 r;
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@@ -35,10 +35,10 @@ uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<4 | glsl) draw quad
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probe all rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
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probe (0, 0) rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
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uniform 8 float 100.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 r;
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@@ -56,10 +56,10 @@ uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<4 | glsl) draw quad
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probe all rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
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probe (0, 0) rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
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uniform 8 float 100.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 r;
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@@ -77,10 +77,10 @@ uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<4 | glsl) draw quad
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probe all rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
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probe (0, 0) rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
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uniform 8 float 100.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 r;
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@@ -99,10 +99,10 @@ uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(glsl) draw quad
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probe all rgba (-0.524978, 0.0, 0.0, 0.0) 32
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probe (0, 0) rgba (-0.524978, 0.0, 0.0, 0.0) 32
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uniform 8 float 100.0
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 r;
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@@ -119,10 +119,10 @@ uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(glsl) draw quad
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probe all rgba (-0.5562381, -0.6762381, -0.6162381, -0.5962381) 32
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probe (0, 0) rgba (-0.5562381, -0.6762381, -0.6162381, -0.5962381) 32
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uniform 8 float 100.0
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail(sm>=6)]
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float4 r;
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@@ -139,10 +139,10 @@ uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float4 0.2 0.3 0.4 0.5
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if(sm<6) todo(glsl) draw quad
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if(sm<6) probe all rgba (-0.550931, -0.453954, 0.3654653, -1.0248856) 32
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if(sm<6) probe (0,0) rgba (-0.550931, -0.453954, 0.3654653, -1.0248856) 32
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uniform 8 float 100.0
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if(sm<6) todo(glsl) draw quad
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if(sm<6) probe all rgba (0.0, 0.0, 0.0, 0.0)
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if(sm<6) probe (0,0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail]
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float4x1 r;
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@@ -229,5 +229,5 @@ float4 main() : sv_target
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[test]
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todo(sm<6) draw quad
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if(sm<6) probe all rgba (2.0, 1.0, 1.0, 1.0)
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if(sm>=6) probe all rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<6) probe (0,0) rgba (2.0, 1.0, 1.0, 1.0)
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if(sm>=6) probe (0,0) rgba (1.0, 1.0, 1.0, 1.0)
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