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).
76 lines
1.2 KiB
Plaintext
76 lines
1.2 KiB
Plaintext
[pixel shader]
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float4 main() : sv_target
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{
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return transpose(5);
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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 (5.0, 5.0, 5.0, 5.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float1x1 x = 5;
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return transpose(x);
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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 (5.0, 5.0, 5.0, 5.0)
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[pixel shader fail]
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float4 main() : sv_target
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{
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float4 x = float4(1, 2, 3, 4);
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return transpose(x);
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}
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[pixel shader]
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float4 main() : sv_target
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{
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float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
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return transpose(x);
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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 (1.0, 2.0, 3.0, 4.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4x3 m = float4x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0,
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7.0, 8.0, 9.0,
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10.0, 11.0, 12.0);
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return transpose(m)[1];
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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 (2.0, 5.0, 8.0, 11.0)
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[pixel shader]
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float4 main() : sv_target
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{
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row_major float4x3 m = float4x3(1.0, 2.0, 3.0,
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4.0, 5.0, 6.0,
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7.0, 8.0, 9.0,
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10.0, 11.0, 12.0);
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return transpose(m)[1];
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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 (2.0, 5.0, 8.0, 11.0)
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