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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).
52 lines
718 B
Plaintext
52 lines
718 B
Plaintext
[require]
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shader model >= 4.0
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[srv 0]
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size (2d, 2, 2)
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levels 2
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1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
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1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
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0.0 0.0 1.0 0.0
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[pixel shader]
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sampler s;
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Texture2D t;
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uniform uint level;
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float4 main() : sv_target
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{
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return t.Load(uint3(0, 0, level));
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}
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[test]
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uniform 0 uint 0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0)
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uniform 0 uint 1
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)
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[pixel shader fail]
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sampler s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t[uint3(0, 0, 0)];
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}
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[pixel shader]
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sampler s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t[uint2(0, 0)];
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0)
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