vkd3d/tests/hlsl/swizzles.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]
uniform float4 color;
float4 main() : sv_target
{
float4 ret = color;
ret.gb = ret.ra;
ret.ra = float2(0.0101, 0.0404);
return ret;
}
[test]
uniform 0 float4 0.0303 0.08 0.07 0.0202
todo(glsl) draw quad
probe (0, 0) rgba (0.0101, 0.0303, 0.0202, 0.0404)
[pixel shader]
float4 main() : SV_target
{
float4 ret = float4(0.1, 0.2, 0.3, 0.4);
ret.wyz.yx = float2(0.5, 0.6).yx;
return ret;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.1, 0.6, 0.3, 0.5)
[pixel shader]
float4 main() : SV_target
{
float4 ret;
ret.zwyx = float4(0.1, 0.2, 0.3, 0.4);
return ret;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.1, 0.2)
[pixel shader]
float4 main() : SV_target
{
float4 ret;
ret.yw.y = 0.1;
ret.xzy.yz.y.x = 0.2;
ret.yzwx.yzwx.wz.y = 0.3;
ret.zxy.xyz.zxy.xy.y = 0.4;
return ret;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.3, 0.2, 0.4, 0.1)
[pixel shader]
float4 main() : SV_target
{
float4 ret;
ret.yxz.yx = float2(0.1, 0.2);
ret.w.x = 0.3;
ret.wzyx.zyx.yx.x = 0.4;
return ret;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.4, 0.3)
[pixel shader]
float4 main() : SV_target
{
float4 ret = float4(0.1, 0.2, 0.3, 0.4).ywxz.zyyz;
return ret;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.1, 0.4, 0.4, 0.1)
[pixel shader]
float4 main() : SV_target
{
float4 ret = float4(0.1, 0.2, 0.3, 0.4);
ret.yxwz = ret;
ret = ret.wyzx;
return ret;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.3, 0.1, 0.4, 0.2)
[pixel shader]
float4 main() : SV_target
{
float4 ret;
ret.xyzw.xyzw = float4(0.1, 0.2, 0.3, 0.4);
return ret;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader]
float4 main() : sv_target
{
float f = 20;
return f.x.x;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (20.0, 20.0, 20.0, 20.0)
[pixel shader]
float4 main() : sv_target
{
float f = 3;
return float4(1, 2, f.x.xx);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 3.0)
[pixel shader]
uniform float4 color;
float4 main() : sv_target
{
float4 ret = color;
ret.xyzw = ret.xyzw; // Assignment to self.
return ret;
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
uniform float4 color;
float4 main() : sv_target
{
float4 ret = color;
ret.xyzw = ret.wxyz; // Assignment to self, shifted.
ret.xy = ret.yx;
return ret;
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 4.0, 2.0, 3.0)