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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).
51 lines
889 B
Plaintext
51 lines
889 B
Plaintext
% On SM1, uints can only be used with known-positive values.
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[require]
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shader model >= 4.0
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[pixel shader]
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uniform float f;
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uniform int i;
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uniform bool b;
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uniform float h;
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float4 main() : sv_target
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{
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float4 ret;
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ret.x = ((float)(uint)f) - 1.5;
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ret.y = ((float)(uint)i) - 1.5;
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ret.z = ((float)(uint)b) / 2;
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ret.w = ((float)(uint)(half)h) + 0.5;
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return ret;
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}
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[test]
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uniform 0 float 2.6
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uniform 1 int 2
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uniform 2 int -2
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uniform 3 float -3.6
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todo(glsl) draw quad
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probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
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[pixel shader]
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float4 main() : sv_target
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{
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float f = 2.6;
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int i = 2;
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bool b = true;
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half h = -3.6;
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float4 ret;
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ret.x = ((float)(uint)f) - 1.5;
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ret.y = ((float)(uint)i) - 1.5;
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ret.z = ((float)(uint)b) / 2;
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ret.w = ((float)(uint)h) + 0.5;
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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 (0.5, 0.5, 0.5, 0.5)
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