vkd3d/tests/hlsl/initializer-flatten.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]
float4 main() : sv_target
{
float4 aa = {1, float2(2, 3), 4};
return aa;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1, 2, 3, 4)
[pixel shader]
struct stu
{
int3 aa;
float4 bb;
};
float4 main() : sv_target
{
struct stu foo = {1, 2, float2(3, 4), int3(5, 6, 7)};
return foo.bb;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (4, 5, 6, 7)
[pixel shader]
float4 main() : sv_target
{
int4 aa = {10, 20, 30, 40};
float4 foo[3] = {1, aa, aa, 2, 3, 4};
return foo[1];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (40, 10, 20, 30)
[pixel shader]
struct stu
{
float aa;
int bb;
};
float4 main() : sv_target
{
struct stu foo = {2.0, 3};
float4 f = {1.0, foo, 4.0};
return f;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
float4 main() : sv_target
{
int arr[3] = {2, 3, 4};
float4 f = {1.0, arr};
return f;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)