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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
d3ba810c98
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).
75 lines
1.3 KiB
Plaintext
75 lines
1.3 KiB
Plaintext
[pixel shader]
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float4 main() : sv_target
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{
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int4 aa = {1, 2, 3, 4};
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return aa;
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 4
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[pixel shader]
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float4 main() : sv_target
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{
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float4 aa = {1, 2, 3, 4};
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return aa;
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 4
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[pixel shader]
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float4 main() : sv_target
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{
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float3 aa = {1, 2, 3};
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float4 bb = {aa.x, aa.y, aa.z, 4.0};
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return bb;
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 4
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[pixel shader]
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float4 main() : sv_target
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{
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float4 aa = { 1e1, 1e-1, 1., 2.f };
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float4 bb = { .1, .1e1, .2f, 1.e-1f };
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return aa + bb;
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (10.1, 1.1, 1.2, 2.1) 4
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[pixel shader]
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float4 main() : sv_target
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{
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float4 aa = { 3U, 0xfau, 020u, -1u};
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return aa;
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (3.0, 250.0, 16.0, 4.2949673e+009) 4
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[pixel shader]
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float4 main() : sv_target
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{
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// 3000000000 is -1294967296 when it doesn't have the 'u' suffix, except in SM6.
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float2 aa = {3000000000, 3000000000U};
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return float4(aa, 0.0, 0.0);
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}
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[test]
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todo(glsl) draw quad
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if(sm<6) probe (0,0) rgba (-1294967296.0, 3000000000.0, 0.0, 0.0) 4
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if(sm>=6) probe (0,0) rgba (3000000000.0, 3000000000.0, 0.0, 0.0) 4
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