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

@@ -6,7 +6,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.1)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.1)
[pixel shader]
float4 main() : sv_target
@@ -16,7 +16,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.1)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.1)
[pixel shader]
float4 main() : sv_target
@@ -26,7 +26,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.1)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.1)
[pixel shader]
float4x1 main() : sv_target
@@ -36,7 +36,7 @@ float4x1 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.1)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.1)
[pixel shader]
float3 func()
@@ -51,7 +51,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader]
float3 func()
@@ -66,7 +66,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader]
float1x3 func()
@@ -81,7 +81,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader]
float3x1 func()
@@ -96,7 +96,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader fail]
float3x1 func()
@@ -133,7 +133,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader]
float3 func()
@@ -148,7 +148,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader]
float3 func()
@@ -163,7 +163,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader fail(sm<6) todo]
float3x1 func()
@@ -189,7 +189,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader fail]
float3x1 func()
@@ -215,7 +215,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader fail]
float1x3 func()
@@ -241,4 +241,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
probe (0, 0) rgba (0.4, 0.3, 0.2, 0.0)