vkd3d/tests/hlsl/static-initializer.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]
float myfunc()
{
return 0.6;
}
static float a = myfunc() + 0.2;
static float b;
static const float c;
float4 main() : sv_target
{
return float4(a, b, c, 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.8, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
// On SM1 this gives hr 0x88760b59.
static uint i;
float4 main() : sv_target
{
return 1 / i;
}
[pixel shader]
static struct
{
float4 x;
float4 y;
} x;
float4 main() : sv_target
{
return 0;
}
[pixel shader]
static struct
{
float4 x;
float3 y;
} x;
float4 main() : sv_target
{
return float4(1, 2, 3, 4) + x.x;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[sampler 0]
filter linear linear linear
address clamp clamp clamp
[srv 0]
size (2d, 1, 1)
1.0 2.0 3.0 4.0
[pixel shader fail]
static Texture2D tex;
sampler sam;
float4 main() : sv_target
{
return tex.Sample(sam, int3(0, 0, 0));
}
[pixel shader]
// This is allowed in 10.0.10011.16384 but not in 9.29.952.3111
static Texture2D tex;
float4 main() : sv_target
{
return 0;
}
[pixel shader]
// This is allowed in 10.0.10011.16384 but not in 9.29.952.3111
static Texture2D tex;
sampler sam;
float4 main() : sv_target
{
if (0)
return tex.Sample(sam, int3(0, 0, 0));
else
return float4(0, 1, 2, 3);
}
[pixel shader todo]
// This is allowed in 10.0.10011.16384 but not in 9.29.952.3111
static Texture2D tex;
sampler sam;
uniform uint i;
float4 main() : sv_target
{
float4 unused = tex.Sample(sam, int3(0, 1, 2));
return 0;
}
[pixel shader fail]
static Texture2D tex1;
sampler sam;
float4 main() : sv_target
{
static Texture2D tex2 = tex1;
return tex2.Sample(sam, int3(0, 0, 0));
}
[pixel shader fail]
static Texture2D tex1;
sampler sam;
float4 main(Texture2D tex2) : sv_target
{
tex2 = tex1;
return tex2.Sample(sam, int3(0, 0, 0));
}
[pixel shader todo(sm<4)]
Texture2D real_tex;
static Texture2D tex = real_tex;
sampler sam;
float4 main() : sv_target
{
return tex.Sample(sam, int3(0, 0, 0));
}
[test]
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (1, 2, 3, 4)
[pixel shader todo(sm<4)]
Texture2D real_tex;
static Texture2D tex;
sampler sam;
float4 main() : sv_target
{
tex = real_tex;
return tex.Sample(sam, int3(0, 0, 0));
}
[test]
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (1, 2, 3, 4)
[require]
shader model >= 5.0
[uav 1]
format r32 float
size (2d, 1, 1)
0.5
[pixel shader]
// This is allowed in 10.0.10011.16384 but not in 9.29.952.3111
static RWTexture2D<float> tex;
float4 main() : sv_target
{
if (0)
{
tex[int2(0, 0)] = 2;
}
return 0;
}