vkd3d/tests/hlsl/lit.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 u;
float4 main() : sv_target
{
return lit(u.x, u.y, u.z);
}
[test]
uniform 0 float4 -0.1 10.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 0.0, 0.0, 1.0)
[test]
uniform 0 float4 1.2 -0.1 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 1.2, 0.0, 1.0)
[test]
uniform 0 float4 1.2 2.0 3.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 1.2, 8.0, 1.0)
[pixel shader]
uniform float4 u;
float4 main() : sv_target
{
return lit(u.x, u.y, u.z) + lit(u.x, u.y, u.z);
}
[test]
uniform 0 float4 1.2 2.0 3.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 2.4, 16.0, 2.0)
[pixel shader fail]
uniform float4 u;
float4 main() : sv_target
{
return lit(u.xy, u.y, u.z);
}
[pixel shader fail]
uniform float4 u;
float4 main() : sv_target
{
return lit(u.x, u.xy, u.z);
}
[pixel shader fail]
uniform float4 u;
float4 main() : sv_target
{
return lit(u.x, u.y, u.yz);
}
[pixel shader fail]
uniform float4x4 m;
uniform float4 u;
float4 main() : sv_target
{
return lit(m, u.y, u.z);
}
[pixel shader fail]
uniform float4x4 m;
uniform float4 u;
float4 main() : sv_target
{
return lit(u.x, m, u.z);
}
[pixel shader fail]
uniform float4x4 m;
uniform float4 u;
float4 main() : sv_target
{
return lit(u.x, u.y, m);
}