vkd3d/tests/hlsl/transpose.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]
float4 main() : sv_target
{
return transpose(5);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
[pixel shader]
float4 main() : sv_target
{
float1x1 x = 5;
return transpose(x);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
[pixel shader fail]
float4 main() : sv_target
{
float4 x = float4(1, 2, 3, 4);
return transpose(x);
}
[pixel shader]
float4 main() : sv_target
{
float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
return transpose(x);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
float4 main() : sv_target
{
float4x3 m = float4x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0,
7.0, 8.0, 9.0,
10.0, 11.0, 12.0);
return transpose(m)[1];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 5.0, 8.0, 11.0)
[pixel shader]
float4 main() : sv_target
{
row_major float4x3 m = float4x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0,
7.0, 8.0, 9.0,
10.0, 11.0, 12.0);
return transpose(m)[1];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 5.0, 8.0, 11.0)