vkd3d/tests/hlsl/arithmetic-int-uniform.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 todo(sm<4)]
uniform float2 a;
float4 main() : SV_TARGET
{
int x = a.x;
int y = a.y;
return float4(x + y, x - y, x * y, x / y);
}
[test]
uniform 0 float4 5.0 16.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (21.0, -11.0, 80.0, 0.0)
[pixel shader todo(sm<4)]
uniform float2 a;
float4 main() : SV_TARGET
{
int x = a.x;
int y = a.y;
return float4(x % y, +x, -x, y / x);
}
[test]
uniform 0 float4 5.0 16.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader todo(sm<4)]
uniform float2 a;
float4 main() : SV_TARGET
{
int x = a.x;
int y = a.y;
return float4(x / y, -x / y, x / -y, -x / -y);
}
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader todo(sm<4)]
uniform float2 a;
float4 main() : SV_TARGET
{
int x = a.x;
int y = a.y;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
[pixel shader todo(sm<4)]
uniform float2 a;
float4 main() : SV_TARGET
{
int x = a.x;
int y = a.y;
return float4(x / y, -x / y, x / -y, -x / -y);
}
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
[pixel shader todo(sm<4)]
uniform float2 a;
float4 main() : SV_TARGET
{
int x = a.x;
int y = a.y;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
uniform float4 a;
float4 main() : SV_TARGET
{
return abs(int4(a));
}
[test]
uniform 0 float4 5.0 -7.0 0.0 -10.0
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 7.0, 0.0, 10.0)
[pixel shader todo(sm<4)]
uniform float4 a;
uniform float4 b;
float4 main() : sv_target
{
int2 x = a.xz;
int2 y = a.yw;
int2 z = b.xy;
int2 w = b.zw;
return float4(x / y, z % w);
}
[test]
uniform 0 float4 45.0 5.0 50.0 10.0
uniform 4 float4 3.0 8.0 2.0 5.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (9.0, 5.0, 1.0, 3.0)
[require]
shader model >= 6.0
int64
[pixel shader]
uniform int64_t2 a;
float4 main() : SV_TARGET
{
int64_t x = a.x;
int64_t y = a.y;
return float4(x + y, x - y, x * (y >> 4), x / y);
}
[test]
uniform 0 int64_t2 5000000000 16000000000
draw quad
probe (0, 0) rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
[pixel shader]
uniform int64_t2 a;
float4 main() : SV_TARGET
{
int64_t x = a.x;
int64_t y = a.y;
return float4(x % y, +x, -x, y / x);
}
[test]
uniform 0 int64_t2 5000000000 16000000000
draw quad
probe (0, 0) rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
[pixel shader]
uniform int64_t2 a;
float4 main() : SV_TARGET
{
int64_t x = a.x;
int64_t y = a.y;
return float4(x / y, -x / y, x / -y, -x / -y);
}
[test]
uniform 0 int64_t2 42000000000 5000000000
draw quad
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader]
uniform int64_t2 a;
float4 main() : SV_TARGET
{
int64_t x = a.x;
int64_t y = a.y;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
uniform 0 int64_t2 42000000000 5000000000
draw quad
probe (0, 0) rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
[pixel shader]
uniform int64_t2 a;
float4 main() : SV_TARGET
{
return float4(abs(a), 0, 0);
}
[test]
uniform 0 int64_t2 5000000000 -7000000000
draw quad
probe (0, 0) rgba (5.0e9, 7.0e9, 0.0, 0.0)