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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).
139 lines
2.1 KiB
Plaintext
139 lines
2.1 KiB
Plaintext
[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x + y, x - y, x * y, x / y);
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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 (20.0, -10.0, 75.0, 0.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x % y, +x, -x, y / x);
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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 (5.0, 5.0, -5.0, 3.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 42;
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int y = 5;
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return float4(x / y, -x / y, x / -y, -x / -y);
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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 (8.0, -8.0, -8.0, 8.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 42;
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int y = 5;
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return float4(x % y, -x % y, x % -y, -x % -y);
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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 (2.0, -2.0, 2.0, -2.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 45;
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int y = 5;
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return float4(x / y, -x / y, x / -y, -x / -y);
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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 (9.0, -9.0, -9.0, 9.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 45;
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int y = 5;
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return float4(x % y, -x % y, x % -y, -x % -y);
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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 (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail(sm<6)]
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// On SM1 this gives hr 0x88760b59.
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float4 main() : SV_TARGET
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{
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int x = 1;
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int y = 0;
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return x / y;
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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 (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail(sm<6)]
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// On SM1 this gives hr 0x88760b59.
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float4 main() : SV_TARGET
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{
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int x = 1;
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int y = 0;
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return x % y;
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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 (0.0, 0.0, 0.0, 0.0)
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[require]
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shader model >= 4.0
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = -2147483648;
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int y = -1;
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return x / y;
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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 (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
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if(sm>=6) probe (0,0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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int2 x = {5, 15};
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int2 y = {2, 5};
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int2 z = {3, 8};
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return float4(x / y, z % y);
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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 (2.0, 3.0, 1.0, 3.0)
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