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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-09-13 09:16:14 -07:00
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).
53 lines
737 B
Plaintext
53 lines
737 B
Plaintext
[pixel shader]
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float4 main() : sv_target
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{
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float x[3] = {0, 2, 3};
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return x[x[1] = 1];
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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, 1.0, 1.0, 1.0)
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[pixel shader]
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uint4 func(uint t)
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{
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return uint4(t + 0, t + 1, t + 2, t + 3);
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}
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float4 main() : sv_target
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{
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return func(10)[func(0).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 (11.0, 11.0, 11.0, 11.0)
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% dxcompiler performs the first call to func() before the array index call.
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[require]
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shader model < 6.0
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[pixel shader]
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float4 func(void)
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{
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static uint i;
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i += 1;
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return float4(0.1, 0.2, 0.3, 0.4) + i;
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}
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float4 main() : sv_target
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{
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return func()[func().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 (2.2, 2.2, 2.2, 2.2)
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