vkd3d/tests/hlsl/dot.shader_test
Elizabeth Figura d3ba810c98 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).
2024-06-13 23:55:31 +02:00

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[pixel shader]
uniform float4 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
uniform 4 float4 10.0 11.0 12.0 13.0
todo(glsl) draw quad
probe (0, 0) rgba (166.0, 166.0, 166.0, 166.0)
[pixel shader]
uniform float2 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 2.0 3.0 0.0 0.0
uniform 4 float4 10.0 11.0 12.0 13.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (53.0, 53.0, 53.0, 53.0)
[pixel shader]
uniform float x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
uniform 4 float4 10.0 11.0 12.0 13.0
todo(glsl) draw quad
probe (0, 0) rgba (92.0, 92.0, 92.0, 92.0)
[pixel shader]
uniform float4 x;
uniform float y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
uniform 0 float4 10.0 11.0 12.0 13.0
uniform 4 float4 2.0 0.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (92.0, 92.0, 92.0, 92.0)
[pixel shader]
uniform float x;
uniform float y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[test]
% Account for both the SM1 and SM4 uniform layout
uniform 0 float4 2.0 3.0 0.0 0.0
uniform 4 float4 3.0 0.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (6.0, 6.0, 6.0, 6.0)
[pixel shader]
static const float4 x = float4(2.0, 3.0, 4.0, 5.0);
static const float4 y = float4(6.0, 7.0, 8.0, 9.0);
float4 main() : sv_target
{
return dot(x, y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (110.0, 110.0, 110.0, 110.0)
[pixel shader fail]
uniform float1x1 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[pixel shader fail]
uniform float1x4 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[pixel shader fail]
uniform float4x1 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}
[pixel shader fail]
uniform float4x4 x;
uniform float4 y;
float4 main() : SV_TARGET
{
return dot(x, y);
}