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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).
54 lines
873 B
Plaintext
54 lines
873 B
Plaintext
[require]
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shader model >= 4.0
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[input layout]
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0 r32g32b32a32 uint apple
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0 r32g32 int sv_position
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[vb 0]
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format r32 uint
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0 1 0x80000000 0xffffffff -2 -2
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0 1 0x80000000 0xffffffff -2 2
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0 1 0x80000000 0xffffffff 2 -2
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0 1 0x80000000 0xffffffff 2 2
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[vertex shader]
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struct input
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{
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bool4 apple : apple;
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int4 pos : sv_position;
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};
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struct output
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{
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bool4 apple : apple;
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int4 fapple : apple1;
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float4 pos : sv_position;
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};
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void main(in struct input i, out struct output o, uint id : SV_VertexID)
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{
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o.apple = i.apple;
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o.fapple = i.apple;
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o.pos = i.pos;
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}
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[pixel shader]
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struct input
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{
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bool4 apple : apple;
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int4 fapple : apple1;
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float4 pos : sv_position;
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};
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float4 main(struct input i) : sv_target
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{
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return i.apple + i.fapple;
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}
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[test]
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todo(glsl) draw triangle strip 4
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probe (0, 0, 640, 480) rgba (0.0, 2.0, 2.0, 2.0)
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