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

@@ -137,7 +137,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (450, 139, 876, 333)
probe (0, 0) rgba (450, 139, 876, 333)
% Same as the first test, but inverting the declaration order.
@@ -190,7 +190,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (450, 138, 796, 333)
probe (0, 0) rgba (450, 138, 796, 333)
% Same as the first test, but inverting the resource loads order.
@@ -243,7 +243,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (478, 913, 256, 333)
probe (0, 0) rgba (478, 913, 256, 333)
% We can conclude that for declared texture arrays, if they are used, the "allocation size" is the
@@ -276,7 +276,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (215, 215, 215, 111)
probe (0, 0) rgba (215, 215, 215, 111)
% Test that textures created from SM1-style samples allocation order is in decreasing "bind count".
@@ -306,4 +306,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5, 4, 2, 0)
probe (0, 0) rgba (5, 4, 2, 0)