mirror of
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).
171 lines
2.6 KiB
Plaintext
171 lines
2.6 KiB
Plaintext
[pixel shader]
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uniform float4 color;
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float4 main() : sv_target
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{
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float4 ret = color;
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ret.gb = ret.ra;
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ret.ra = float2(0.0101, 0.0404);
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return ret;
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}
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[test]
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uniform 0 float4 0.0303 0.08 0.07 0.0202
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0101, 0.0303, 0.0202, 0.0404)
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret = float4(0.1, 0.2, 0.3, 0.4);
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ret.wyz.yx = float2(0.5, 0.6).yx;
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return ret;
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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 (0.1, 0.6, 0.3, 0.5)
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret;
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ret.zwyx = float4(0.1, 0.2, 0.3, 0.4);
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return ret;
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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 (0.4, 0.3, 0.1, 0.2)
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret;
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ret.yw.y = 0.1;
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ret.xzy.yz.y.x = 0.2;
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ret.yzwx.yzwx.wz.y = 0.3;
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ret.zxy.xyz.zxy.xy.y = 0.4;
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return ret;
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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 (0.3, 0.2, 0.4, 0.1)
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret;
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ret.yxz.yx = float2(0.1, 0.2);
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ret.w.x = 0.3;
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ret.wzyx.zyx.yx.x = 0.4;
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return ret;
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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 (0.1, 0.2, 0.4, 0.3)
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret = float4(0.1, 0.2, 0.3, 0.4).ywxz.zyyz;
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return ret;
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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 (0.1, 0.4, 0.4, 0.1)
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret = float4(0.1, 0.2, 0.3, 0.4);
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ret.yxwz = ret;
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ret = ret.wyzx;
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return ret;
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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 (0.3, 0.1, 0.4, 0.2)
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[pixel shader]
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float4 main() : SV_target
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{
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float4 ret;
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ret.xyzw.xyzw = float4(0.1, 0.2, 0.3, 0.4);
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return ret;
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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 (0.1, 0.2, 0.3, 0.4)
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[pixel shader]
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float4 main() : sv_target
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{
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float f = 20;
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return f.x.x;
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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 (20.0, 20.0, 20.0, 20.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float f = 3;
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return float4(1, 2, f.x.xx);
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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, 2.0, 3.0, 3.0)
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[pixel shader]
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uniform float4 color;
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float4 main() : sv_target
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{
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float4 ret = color;
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ret.xyzw = ret.xyzw; // Assignment to self.
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return ret;
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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[pixel shader]
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uniform float4 color;
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float4 main() : sv_target
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{
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float4 ret = color;
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ret.xyzw = ret.wxyz; // Assignment to self, shifted.
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ret.xy = ret.yx;
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return ret;
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 4.0, 2.0, 3.0)
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