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