vkd3d/tests/hlsl/function-cast.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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% Test implicit and explicit casts on function output parameters.
[pixel shader todo]
uniform float4 f;
void func(out float4 o)
{
o = f;
}
float4 main() : sv_target
{
int4 x;
func(x);
return x;
}
[test]
uniform 0 float4 -1.9 -1.0 2.9 4.0
todo(sm<6) draw quad
probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)
% As above, but cast "x" to float4 first.
% In SM 6 a cast seems to implicitly promote the type to const,
% so it fails to match the parameter of func().
[pixel shader todo fail(sm>=6)]
uniform float4 f;
void func(out float4 o)
{
o = f;
}
float4 main() : sv_target
{
int4 x;
func((float4)x);
return x;
}
[test]
uniform 0 float4 -1.9 -1.0 2.9 4.0
todo draw quad
probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)
% As above, but declare "x" as float4 and cast it to int4.
[pixel shader todo fail(sm>=6)]
uniform float4 f;
void func(out float4 o)
{
o = f;
}
float4 main() : sv_target
{
float4 x;
func((int4)x);
return x;
}
[test]
uniform 0 float4 -1.9 -1.0 2.9 4.0
todo draw quad
probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)
[pixel shader todo]
uniform int4 i;
void func(inout float4 a)
{
a += 0.1;
}
float4 main() : sv_target
{
int4 x = i;
func(x);
return x;
}
[test]
if(sm<4) uniform 0 float4 -2 0 1 -3000000
if(sm>=4) uniform 0 int4 -2 0 1 -3000000
todo(sm<6) draw quad
probe (0, 0) rgba (-1.0, 0.0, 1.0, -3000000.0) 4