vkd3d/tests/hlsl/length.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 x;
float4 main() : SV_TARGET
{
return length(x);
}
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
todo(glsl) draw quad
probe (0, 0) rgba (7.34846926, 7.34846926, 7.34846926, 7.34846926) 1
[pixel shader]
uniform float3 x;
float4 main() : SV_TARGET
{
return length(x);
}
[test]
uniform 0 float4 2.0 3.0 4.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (5.38516474, 5.38516474, 5.38516474, 5.38516474) 1
[pixel shader]
uniform float2 x;
float4 main() : SV_TARGET
{
return length(x);
}
[test]
uniform 0 float4 2.0 3.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (3.60555124, 3.60555124, 3.60555124, 3.60555124) 1
[pixel shader]
uniform float1 x;
float4 main() : SV_TARGET
{
return length(x);
}
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
[pixel shader]
uniform float x;
float4 main() : SV_TARGET
{
return length(x);
}
[test]
uniform 0 float4 2.0 0.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
[pixel shader fail]
uniform float1x3 x;
float4 main() : SV_TARGET
{
return length(x);
}
[pixel shader fail]
uniform float4x1 x;
float4 main() : SV_TARGET
{
return length(x);
}