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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).
64 lines
919 B
Plaintext
64 lines
919 B
Plaintext
[input layout]
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0 r32g32b32a32 float texcoord
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0 r32g32 float position
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[vb 0]
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0.0 1.0 0.0 1.0 -2.0 -2.0
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0.0 1.0 0.0 1.0 -2.0 2.0
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0.0 1.0 0.0 1.0 2.0 -2.0
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0.0 1.0 0.0 1.0 2.0 2.0
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[vertex shader]
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struct in_vertex
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{
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struct
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{
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float4 texcoord : texcoord;
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float4 pos : position;
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} m;
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};
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struct out_vertex
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{
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struct
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{
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float4 texcoord : texcoord;
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float4 pos : sv_position;
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} m;
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};
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void main(struct in_vertex i, out struct out_vertex o)
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{
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o.m.pos = i.m.pos;
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o.m.texcoord = i.m.texcoord;
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}
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[pixel shader]
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struct input
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{
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struct
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{
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float4 texcoord : texcoord;
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} m;
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};
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struct output
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{
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struct
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{
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float4 color : sv_target;
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} m;
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};
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struct output main(struct input i)
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{
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struct output o;
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o.m.color = i.m.texcoord;
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return o;
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}
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[test]
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todo(glsl) draw triangle strip 4
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probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
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