mirror of
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).
125 lines
1.9 KiB
Plaintext
125 lines
1.9 KiB
Plaintext
[pixel shader]
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uniform float4 x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[test]
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uniform 0 float4 2.0 3.0 4.0 5.0
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uniform 4 float4 10.0 11.0 12.0 13.0
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todo(glsl) draw quad
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probe (0, 0) rgba (166.0, 166.0, 166.0, 166.0)
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[pixel shader]
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uniform float2 x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[test]
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uniform 0 float4 2.0 3.0 0.0 0.0
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uniform 4 float4 10.0 11.0 12.0 13.0
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (53.0, 53.0, 53.0, 53.0)
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[pixel shader]
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uniform float x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[test]
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uniform 0 float4 2.0 0.0 0.0 0.0
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uniform 4 float4 10.0 11.0 12.0 13.0
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todo(glsl) draw quad
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probe (0, 0) rgba (92.0, 92.0, 92.0, 92.0)
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[pixel shader]
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uniform float4 x;
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uniform float y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[test]
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uniform 0 float4 10.0 11.0 12.0 13.0
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uniform 4 float4 2.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (92.0, 92.0, 92.0, 92.0)
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[pixel shader]
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uniform float x;
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uniform float y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[test]
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% Account for both the SM1 and SM4 uniform layout
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uniform 0 float4 2.0 3.0 0.0 0.0
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uniform 4 float4 3.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (6.0, 6.0, 6.0, 6.0)
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[pixel shader]
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static const float4 x = float4(2.0, 3.0, 4.0, 5.0);
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static const float4 y = float4(6.0, 7.0, 8.0, 9.0);
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float4 main() : sv_target
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{
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return dot(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 (110.0, 110.0, 110.0, 110.0)
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[pixel shader fail]
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uniform float1x1 x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[pixel shader fail]
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uniform float1x4 x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[pixel shader fail]
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uniform float4x1 x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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[pixel shader fail]
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uniform float4x4 x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return dot(x, y);
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}
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