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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
tests: Remove unused parameter from mul() tests functions.
This commit is contained in:
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
@ -1,6 +1,5 @@
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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5.0, 6.0, 7.0, 8.0,
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@ -16,7 +15,7 @@ draw quad
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probe all rgba (30.0, 70.0, 110.0, 150.0)
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probe all rgba (30.0, 70.0, 110.0, 150.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float4 x = float4(1.0, 2.0, 3.0, 4.0);
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float4 x = float4(1.0, 2.0, 3.0, 4.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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@ -32,7 +31,7 @@ draw quad
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probe all rgba (90.0, 100.0, 110.0, 120.0)
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probe all rgba (90.0, 100.0, 110.0, 120.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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5.0, 6.0, 7.0, 8.0,
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@ -48,7 +47,7 @@ draw quad
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probe all rgba (14.0, 38.0, 62.0, 86.0)
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probe all rgba (14.0, 38.0, 62.0, 86.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float3 x = float3(1.0, 2.0, 3.0);
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float3 x = float3(1.0, 2.0, 3.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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@ -64,7 +63,7 @@ draw quad
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probe all rgba (38.0, 44.0, 50.0, 56.0)
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probe all rgba (38.0, 44.0, 50.0, 56.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float3x3 x = float3x3(1.0, 2.0, 3.0,
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float3x3 x = float3x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0,
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4.0, 5.0, 6.0,
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@ -79,7 +78,7 @@ draw quad
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probe all rgba (14.0, 32.0, 50.0, 0.0)
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probe all rgba (14.0, 32.0, 50.0, 0.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float4 x = float4(1.0, 2.0, 3.0, 4.0);
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float4 x = float4(1.0, 2.0, 3.0, 4.0);
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float3x3 y = float3x3(1.0, 2.0, 3.0,
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float3x3 y = float3x3(1.0, 2.0, 3.0,
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@ -94,7 +93,7 @@ draw quad
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probe all rgba (30.0, 36.0, 42.0, 0.0)
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probe all rgba (30.0, 36.0, 42.0, 0.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float x = 10.0;
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float x = 10.0;
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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@ -110,7 +109,7 @@ draw quad
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probe all rgba (50.0, 60.0, 70.0, 80.0)
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probe all rgba (50.0, 60.0, 70.0, 80.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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5.0, 6.0, 7.0, 8.0,
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@ -126,7 +125,7 @@ draw quad
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probe all rgba (50.0, 60.0, 70.0, 80.0)
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probe all rgba (50.0, 60.0, 70.0, 80.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float1 x = float1(10.0);
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float1 x = float1(10.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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@ -142,7 +141,7 @@ draw quad
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probe all rgba (10.0, 20.0, 30.0, 40.0)
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probe all rgba (10.0, 20.0, 30.0, 40.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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5.0, 6.0, 7.0, 8.0,
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@ -158,7 +157,7 @@ draw quad
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probe all rgba (10.0, 50.0, 90.0, 130.0)
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probe all rgba (10.0, 50.0, 90.0, 130.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float1x1 x = float1x1(10.0);
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float1x1 x = float1x1(10.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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@ -174,7 +173,7 @@ draw quad
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probe all rgba (10.0, 20.0, 30.0, 40.0)
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probe all rgba (10.0, 20.0, 30.0, 40.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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5.0, 6.0, 7.0, 8.0,
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@ -190,7 +189,7 @@ draw quad
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probe all rgba (10.0, 50.0, 90.0, 130.0)
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probe all rgba (10.0, 50.0, 90.0, 130.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
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float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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@ -206,7 +205,7 @@ draw quad
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probe all rgba (90.0, 100.0, 110.0, 120.0)
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probe all rgba (90.0, 100.0, 110.0, 120.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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5.0, 6.0, 7.0, 8.0,
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@ -222,7 +221,7 @@ draw quad
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probe all rgba (5.0, 10.0, 15.0, 20.0)
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probe all rgba (5.0, 10.0, 15.0, 20.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
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float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
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@ -238,7 +237,7 @@ draw quad
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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probe all rgba (2.0, 4.0, 6.0, 8.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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5.0, 6.0, 7.0, 8.0,
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@ -254,7 +253,7 @@ draw quad
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probe all rgba (30.0, 70.0, 110.0, 150.0)
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probe all rgba (30.0, 70.0, 110.0, 150.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float3x3 x = float3x3(1.0, 2.0, 3.0,
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float3x3 x = float3x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0,
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4.0, 5.0, 6.0,
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@ -272,7 +271,7 @@ draw quad
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probe all rgba (83.0, 98.0, 113.0, 128.0)
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probe all rgba (83.0, 98.0, 113.0, 128.0)
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[pixel shader]
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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float4 main() : sv_target
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{
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{
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
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5.0, 6.0, 7.0, 8.0,
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5.0, 6.0, 7.0, 8.0,
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