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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
@@ -10,7 +10,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (3.0e+009, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (3.0e+009, 0.0, 0.0, 0.0)
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% The uint value is never casted to int on SM1-3, just casted to float and treated as such
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[pixel shader]
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@@ -22,8 +22,8 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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if(sm<4) todo probe all rgba (3.0e+009, 0.0, 0.0, 0.0)
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if(sm>=4) probe all rgba (-1.29496730e+009, 0.0, 0.0, 0.0)
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if(sm<4) todo probe (0,0) rgba (3.0e+009, 0.0, 0.0, 0.0)
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if(sm>=4) probe (0,0) rgba (-1.29496730e+009, 0.0, 0.0, 0.0)
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% On SM1-5 (FXC) the literal is considered signed independently of its value and casted to uint;
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% on SM1-3 compilation fails because the uint would be negative
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@@ -36,7 +36,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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if(sm>=4) probe all rgba (3.0e+009, 0.0, 0.0, 0.0)
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if(sm>=4) probe (0,0) rgba (3.0e+009, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : SV_TARGET
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@@ -47,7 +47,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (-1.29496730e+009, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (-1.29496730e+009, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : SV_TARGET
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@@ -57,7 +57,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (3.0e+009, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (3.0e+009, 0.0, 0.0, 0.0)
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% Unsuffixed literals can instead be considered unsigned on SM6
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[pixel shader]
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@@ -68,8 +68,8 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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if(sm<6) probe all rgba (-1.29496730e+009, 0.0, 0.0, 0.0)
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if(sm>=6) probe all rgba (3.0e+009, 0.0, 0.0, 0.0)
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if(sm<6) probe (0,0) rgba (-1.29496730e+009, 0.0, 0.0, 0.0)
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if(sm>=6) probe (0,0) rgba (3.0e+009, 0.0, 0.0, 0.0)
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% Constant folding is done with uint semantics before converting to float;
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% so constant folding seems to happen before converting integer operations to floats
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@@ -82,7 +82,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (1.70503270e+009, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (1.70503270e+009, 0.0, 0.0, 0.0)
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% SM1-3 complains that uint values must be positive, but it's not clear why this is a problem here:
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% the sum should be done before casting to uint, and the result of the int sum should be positive,
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@@ -97,7 +97,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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todo probe all rgba (2.14748365e+009, 0.0, 0.0, 0.0)
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todo probe (0,0) rgba (2.14748365e+009, 0.0, 0.0, 0.0)
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% Again, no idea of what's happening here
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[pixel shader]
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@@ -109,7 +109,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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todo probe all rgba (-2.14748365e+009, 0.0, 0.0, 0.0)
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todo probe (0,0) rgba (-2.14748365e+009, 0.0, 0.0, 0.0)
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% This makes sense
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[pixel shader]
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@@ -120,7 +120,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (1.70503270e+009, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (1.70503270e+009, 0.0, 0.0, 0.0)
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% This does not again
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[pixel shader]
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@@ -131,7 +131,7 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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todo probe all rgba (-2.14748365e+009, 0.0, 0.0, 0.0)
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todo probe (0,0) rgba (-2.14748365e+009, 0.0, 0.0, 0.0)
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% Explicit float literals use float semantics, at least
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[pixel shader]
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@@ -143,4 +143,4 @@ float4 main() : SV_TARGET
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[test]
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todo(glsl) draw quad
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probe all rgba (6.0e+009, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (6.0e+009, 0.0, 0.0, 0.0)
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