tests: Remove unused parameter from mul() tests functions.

This commit is contained in:
Nikolay Sivov 2023-10-27 22:21:29 +02:00 committed by Alexandre Julliard
parent eef2163375
commit ea554b91d7
Notes: Alexandre Julliard 2023-10-31 22:38:30 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/429

View File

@ -1,6 +1,5 @@
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0, 5.0, 6.0, 7.0, 8.0,
@ -16,7 +15,7 @@ draw quad
probe all rgba (30.0, 70.0, 110.0, 150.0) probe all rgba (30.0, 70.0, 110.0, 150.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float4 x = float4(1.0, 2.0, 3.0, 4.0); float4 x = float4(1.0, 2.0, 3.0, 4.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
@ -32,7 +31,7 @@ draw quad
probe all rgba (90.0, 100.0, 110.0, 120.0) probe all rgba (90.0, 100.0, 110.0, 120.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0, 5.0, 6.0, 7.0, 8.0,
@ -48,7 +47,7 @@ draw quad
probe all rgba (14.0, 38.0, 62.0, 86.0) probe all rgba (14.0, 38.0, 62.0, 86.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float3 x = float3(1.0, 2.0, 3.0); float3 x = float3(1.0, 2.0, 3.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
@ -64,7 +63,7 @@ draw quad
probe all rgba (38.0, 44.0, 50.0, 56.0) probe all rgba (38.0, 44.0, 50.0, 56.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float3x3 x = float3x3(1.0, 2.0, 3.0, float3x3 x = float3x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0, 4.0, 5.0, 6.0,
@ -79,7 +78,7 @@ draw quad
probe all rgba (14.0, 32.0, 50.0, 0.0) probe all rgba (14.0, 32.0, 50.0, 0.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float4 x = float4(1.0, 2.0, 3.0, 4.0); float4 x = float4(1.0, 2.0, 3.0, 4.0);
float3x3 y = float3x3(1.0, 2.0, 3.0, float3x3 y = float3x3(1.0, 2.0, 3.0,
@ -94,7 +93,7 @@ draw quad
probe all rgba (30.0, 36.0, 42.0, 0.0) probe all rgba (30.0, 36.0, 42.0, 0.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float x = 10.0; float x = 10.0;
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
@ -110,7 +109,7 @@ draw quad
probe all rgba (50.0, 60.0, 70.0, 80.0) probe all rgba (50.0, 60.0, 70.0, 80.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0, 5.0, 6.0, 7.0, 8.0,
@ -126,7 +125,7 @@ draw quad
probe all rgba (50.0, 60.0, 70.0, 80.0) probe all rgba (50.0, 60.0, 70.0, 80.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float1 x = float1(10.0); float1 x = float1(10.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
@ -142,7 +141,7 @@ draw quad
probe all rgba (10.0, 20.0, 30.0, 40.0) probe all rgba (10.0, 20.0, 30.0, 40.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0, 5.0, 6.0, 7.0, 8.0,
@ -158,7 +157,7 @@ draw quad
probe all rgba (10.0, 50.0, 90.0, 130.0) probe all rgba (10.0, 50.0, 90.0, 130.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float1x1 x = float1x1(10.0); float1x1 x = float1x1(10.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
@ -174,7 +173,7 @@ draw quad
probe all rgba (10.0, 20.0, 30.0, 40.0) probe all rgba (10.0, 20.0, 30.0, 40.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0, 5.0, 6.0, 7.0, 8.0,
@ -190,7 +189,7 @@ draw quad
probe all rgba (10.0, 50.0, 90.0, 130.0) probe all rgba (10.0, 50.0, 90.0, 130.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0); float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
@ -206,7 +205,7 @@ draw quad
probe all rgba (90.0, 100.0, 110.0, 120.0) probe all rgba (90.0, 100.0, 110.0, 120.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0, 5.0, 6.0, 7.0, 8.0,
@ -222,7 +221,7 @@ draw quad
probe all rgba (5.0, 10.0, 15.0, 20.0) probe all rgba (5.0, 10.0, 15.0, 20.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0); float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
@ -238,7 +237,7 @@ draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0) probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0, 5.0, 6.0, 7.0, 8.0,
@ -254,7 +253,7 @@ draw quad
probe all rgba (30.0, 70.0, 110.0, 150.0) probe all rgba (30.0, 70.0, 110.0, 150.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float3x3 x = float3x3(1.0, 2.0, 3.0, float3x3 x = float3x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0, 4.0, 5.0, 6.0,
@ -272,7 +271,7 @@ draw quad
probe all rgba (83.0, 98.0, 113.0, 128.0) probe all rgba (83.0, 98.0, 113.0, 128.0)
[pixel shader] [pixel shader]
float4 main(float4 pos : sv_position) : sv_target float4 main() : sv_target
{ {
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0, 5.0, 6.0, 7.0, 8.0,