vkd3d/tests/hlsl/struct-semantics.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

64 lines
919 B
Plaintext

[input layout]
0 r32g32b32a32 float texcoord
0 r32g32 float position
[vb 0]
0.0 1.0 0.0 1.0 -2.0 -2.0
0.0 1.0 0.0 1.0 -2.0 2.0
0.0 1.0 0.0 1.0 2.0 -2.0
0.0 1.0 0.0 1.0 2.0 2.0
[vertex shader]
struct in_vertex
{
struct
{
float4 texcoord : texcoord;
float4 pos : position;
} m;
};
struct out_vertex
{
struct
{
float4 texcoord : texcoord;
float4 pos : sv_position;
} m;
};
void main(struct in_vertex i, out struct out_vertex o)
{
o.m.pos = i.m.pos;
o.m.texcoord = i.m.texcoord;
}
[pixel shader]
struct input
{
struct
{
float4 texcoord : texcoord;
} m;
};
struct output
{
struct
{
float4 color : sv_target;
} m;
};
struct output main(struct input i)
{
struct output o;
o.m.color = i.m.texcoord;
return o;
}
[test]
todo(glsl) draw triangle strip 4
probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)