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https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-09-12 18:50:22 -07:00
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
@@ -8,7 +8,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (3.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (3.0, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -20,7 +20,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 0.0, 0.0)
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probe (0, 0) rgba (2.0, 3.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -32,7 +32,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -44,7 +44,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 0.0, 0.0)
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probe (0, 0) rgba (2.0, 4.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -56,7 +56,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 2.0, 0.0, 0.0)
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probe (0, 0) rgba (2.0, 2.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -68,7 +68,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -80,7 +80,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -94,7 +94,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 7.0, 9.0)
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probe (0, 0) rgba (2.0, 4.0, 7.0, 9.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -108,7 +108,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 7.0, 9.0)
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probe (0, 0) rgba (2.0, 4.0, 7.0, 9.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -123,7 +123,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -138,7 +138,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -153,7 +153,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 7.0, 12.0, 17.0)
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probe (0, 0) rgba (2.0, 7.0, 12.0, 17.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -168,7 +168,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 7.0, 12.0, 17.0)
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probe (0, 0) rgba (2.0, 7.0, 12.0, 17.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -184,7 +184,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 0.0)
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probe (0, 0) rgba (2.0, 4.0, 6.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -200,7 +200,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (9.0, 11.0, 13.0, 0.0)
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probe (0, 0) rgba (9.0, 11.0, 13.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -212,7 +212,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -224,7 +224,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -236,7 +236,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -248,7 +248,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -261,7 +261,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -274,7 +274,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -286,7 +286,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -298,7 +298,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -310,7 +310,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 0.0, 0.0)
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probe (0, 0) rgba (2.0, 4.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -322,7 +322,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 4.0, 0.0, 0.0)
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probe (0, 0) rgba (2.0, 4.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -337,7 +337,7 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
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[pixel shader]
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float4 main() : sv_target
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@@ -352,4 +352,4 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe all rgba (6.0, 7.0, 8.0, 9.0)
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probe (0, 0) rgba (6.0, 7.0, 8.0, 9.0)
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