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

@@ -8,7 +8,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (3.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (3.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
@@ -20,7 +20,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 0.0, 0.0)
probe (0, 0) rgba (2.0, 3.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
@@ -32,7 +32,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
[pixel shader]
float4 main() : sv_target
@@ -44,7 +44,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 0.0, 0.0)
probe (0, 0) rgba (2.0, 4.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
@@ -56,7 +56,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 2.0, 0.0, 0.0)
probe (0, 0) rgba (2.0, 2.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
@@ -68,7 +68,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
[pixel shader]
float4 main() : sv_target
@@ -80,7 +80,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
[pixel shader]
float4 main() : sv_target
@@ -94,7 +94,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 7.0, 9.0)
probe (0, 0) rgba (2.0, 4.0, 7.0, 9.0)
[pixel shader]
float4 main() : sv_target
@@ -108,7 +108,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 7.0, 9.0)
probe (0, 0) rgba (2.0, 4.0, 7.0, 9.0)
[pixel shader]
float4 main() : sv_target
@@ -123,7 +123,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
@@ -138,7 +138,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
@@ -153,7 +153,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 7.0, 12.0, 17.0)
probe (0, 0) rgba (2.0, 7.0, 12.0, 17.0)
[pixel shader]
float4 main() : sv_target
@@ -168,7 +168,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 7.0, 12.0, 17.0)
probe (0, 0) rgba (2.0, 7.0, 12.0, 17.0)
[pixel shader]
float4 main() : sv_target
@@ -184,7 +184,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 6.0, 0.0)
probe (0, 0) rgba (2.0, 4.0, 6.0, 0.0)
[pixel shader]
float4 main() : sv_target
@@ -200,7 +200,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (9.0, 11.0, 13.0, 0.0)
probe (0, 0) rgba (9.0, 11.0, 13.0, 0.0)
[pixel shader]
float4 main() : sv_target
@@ -212,7 +212,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
@@ -224,7 +224,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
@@ -236,7 +236,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
@@ -248,7 +248,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
@@ -261,7 +261,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
@@ -274,7 +274,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
@@ -286,7 +286,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
[pixel shader]
float4 main() : sv_target
@@ -298,7 +298,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
[pixel shader]
float4 main() : sv_target
@@ -310,7 +310,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 0.0, 0.0)
probe (0, 0) rgba (2.0, 4.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
@@ -322,7 +322,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 4.0, 0.0, 0.0)
probe (0, 0) rgba (2.0, 4.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
@@ -337,7 +337,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
[pixel shader]
float4 main() : sv_target
@@ -352,4 +352,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (6.0, 7.0, 8.0, 9.0)
probe (0, 0) rgba (6.0, 7.0, 8.0, 9.0)