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

@@ -10,7 +10,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader]
@@ -23,7 +23,7 @@ void main(out float4 ret : sv_target)
[test]
todo(glsl) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader todo(sm<4)]
uniform float f;
@@ -38,10 +38,10 @@ float4 main() : sv_target
[test]
uniform 0 float 0.2
todo(sm<4 | glsl) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
uniform 0 float 0.8
todo(sm<4 | glsl) draw quad
probe all rgba (0.5, 0.6, 0.7, 0.8)
probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8)
[pixel shader todo(sm<4)]
uniform float f;
@@ -64,10 +64,10 @@ void main(out float4 ret : sv_target)
[test]
uniform 0 float 0.2
todo(sm<4 | glsl) draw quad
probe all rgba (0.3, 0.4, 0.5, 0.6)
probe (0, 0) rgba (0.3, 0.4, 0.5, 0.6)
uniform 0 float 0.8
todo(sm<4 | glsl) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader todo(sm<4)]
uniform float f;
@@ -90,13 +90,13 @@ void main(out float4 ret : sv_target)
[test]
uniform 0 float 0.1
todo(sm<4 | glsl) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4) 1
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4) 1
uniform 0 float 0.5
todo(sm<4 | glsl) draw quad
probe all rgba (0.2, 0.3, 0.4, 0.5) 1
probe (0, 0) rgba (0.2, 0.3, 0.4, 0.5) 1
uniform 0 float 0.9
todo(sm<4 | glsl) draw quad
probe all rgba (0.5, 0.6, 0.7, 0.8) 1
probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8) 1
[pixel shader todo(sm<4)]
uniform float f;
@@ -116,13 +116,13 @@ void main(out float4 ret : sv_target)
[test]
uniform 0 float 0.1
todo(sm<4 | glsl) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4) 1
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4) 1
uniform 0 float 0.5
todo(sm<4 | glsl) draw quad
probe all rgba (0.5, 0.6, 0.7, 0.8) 1
probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8) 1
uniform 0 float 0.9
todo(sm<4 | glsl) draw quad
probe all rgba (0.4, 0.5, 0.6, 0.7) 1
probe (0, 0) rgba (0.4, 0.5, 0.6, 0.7) 1
[pixel shader todo(sm<4)]
void main(out float4 ret : sv_target)
@@ -139,7 +139,7 @@ void main(out float4 ret : sv_target)
[test]
todo(sm<4 | glsl) draw quad
probe all rgba (0.2, 0.4, 0.6, 0.8)
probe (0, 0) rgba (0.2, 0.4, 0.6, 0.8)
[pixel shader todo(sm<4)]
uniform float f;
@@ -161,23 +161,23 @@ void main(out float4 ret : sv_target)
[test]
uniform 0 float 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.1, 0.1, 0.1, 0.1) 1
probe (0, 0) rgba (0.1, 0.1, 0.1, 0.1) 1
uniform 0 float 0.1
todo(sm<4 | glsl) draw quad
probe all rgba (0.2, 0.2, 0.2, 0.2) 1
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2) 1
uniform 0 float 0.3
todo(sm<4 | glsl) draw quad
probe all rgba (0.4, 0.4, 0.4, 0.4) 1
probe (0, 0) rgba (0.4, 0.4, 0.4, 0.4) 1
uniform 0 float 0.7
todo(sm<4 | glsl) draw quad
probe all rgba (0.8, 0.8, 0.8, 0.8) 1
probe (0, 0) rgba (0.8, 0.8, 0.8, 0.8) 1
uniform 0 float 0.9
todo(sm<4 | glsl) draw quad
probe all rgba (0.9, 0.9, 0.9, 0.9) 1
probe (0, 0) rgba (0.9, 0.9, 0.9, 0.9) 1
[pixel shader todo(sm<4)]
uniform float f;
@@ -205,10 +205,10 @@ void main(out float4 ret : sv_target)
[test]
uniform 0 float 0.2
todo(sm<4 | glsl) draw quad
probe all rgba (0.2, 0.2, 0.2, 0.2)
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2)
uniform 0 float 0.8
todo(sm<4 | glsl) draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader todo(sm<4)]
@@ -237,20 +237,20 @@ uniform 0 float4 0.3 0.0 0.0 0.0
uniform 4 float4 0.0 0.0 0.0 0.0
uniform 8 float4 0.1 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.1, 0.1, 0.1, 0.1) 1
probe (0, 0) rgba (0.1, 0.1, 0.1, 0.1) 1
uniform 4 float4 0.35 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.2, 0.2, 0.2, 0.2) 1
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2) 1
uniform 8 float4 0.5 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.4, 0.4, 0.4, 0.4) 1
probe (0, 0) rgba (0.4, 0.4, 0.4, 0.4) 1
uniform 0 float4 1.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.4, 0.4, 0.4, 0.4) 1
probe (0, 0) rgba (0.4, 0.4, 0.4, 0.4) 1
uniform 4 float4 2.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.9, 0.9, 0.9, 0.9) 1
probe (0, 0) rgba (0.9, 0.9, 0.9, 0.9) 1