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).
102 lines
1.7 KiB
Plaintext
102 lines
1.7 KiB
Plaintext
[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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return reflect(i, n);
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}
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[test]
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-0.1, -0.5, 0.5, -0.7) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float i1 = i.x;
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return reflect(i1, n);
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}
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[test]
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uniform 0 float4 0.5 0.0 0.0 0.0
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uniform 4 float4 0.6 0.4 -0.3 1.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-0.52, -0.18, 1.01, -1.2) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float n1 = n.x;
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return reflect(i, n1);
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}
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[test]
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-0.148, -0.748, -0.448, -0.348) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float i1 = i.x;
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float n1 = n.x;
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return reflect(i1, n1);
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}
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[test]
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uniform 0 float4 0.5 0.0 0.0 0.0
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uniform 4 float4 0.6 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (0.14, 0.14, 0.14, 0.14) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float2 i1 = i.xy;
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return float4(reflect(i1, n), 0.0, 0.0);
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}
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[test]
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uniform 0 float4 0.5 -0.1 0.0 0.0
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uniform 4 float4 0.6 0.4 -0.3 1.0
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (0.188, -0.308, 0.0, 0.0) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float3 i1 = i.xyz;
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float2 n1 = n.xy;
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return float4(reflect(i1, n1), 0.0, 0.0);
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}
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[test]
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uniform 0 float4 0.5 -0.1 0.2 0.0
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uniform 4 float4 0.6 0.4 0.0 0.0
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (0.188, -0.308, 0.0, 0.0) 4
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