vkd3d/tests/hlsl/srv-buffers.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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[require]
shader model >= 4.0
[srv 0]
size (buffer, 4)
0.0 1.0 2.0 3.0
4.0 5.0 6.0 7.0
8.0 9.0 10.0 11.0
12.0 13.0 14.0 15.0
[pixel shader]
float4 a;
Buffer<float4> buffer;
float4 b;
float4 main() : sv_target
{
return float4(a.y, b.z, buffer[1].xw);
}
[test]
uniform 0 float4 100 200 300 400
uniform 4 float4 1000 2000 3000 4000
todo(glsl) draw quad
probe (0, 0) rgba (200, 3000, 4, 7)
[pixel shader]
float4 a;
Buffer<float3> buffer;
float4 b;
float4 main() : sv_target
{
return float4(b.w, buffer[2]);
}
[test]
uniform 0 float4 100 200 300 400
uniform 4 float4 1000 2000 3000 4000
todo(glsl) draw quad
probe (0, 0) rgba (4000.0, 8.0, 9.0, 10.0)
[srv 0]
size (2d, 1, 1)
-1.0 -1.0 -1.0 -1.0
[sampler 0]
filter linear linear linear
address clamp clamp clamp
[srv 1]
size (buffer, 1)
1.0 2.0 3.0 4.0
[pixel shader]
Texture2D tex;
sampler sam;
Buffer<float4> buffer;
float4 main() : sv_target
{
return float4(buffer[0].zw, tex.Sample(sam, float2(0, 0)).zw);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (3.0, 4.0, -1.0, -1.0)
[srv 0]
size (buffer, 4)
0.0 1.0 2.0 3.0
4.0 5.0 6.0 7.0
8.0 9.0 10.0 11.0
12.0 13.0 14.0 15.0
[pixel shader]
Buffer buffer;
float4 main() : sv_target
{
return buffer.Load(1);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0)
[pixel shader]
Buffer buffer;
float4 main() : sv_target
{
return buffer.Load(float2(2, 9999));
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (8.0, 9.0, 10.0, 11.0)
[pixel shader fail]
Buffer buffer;
sampler sam;
float4 main() : sv_target
{
return buffer.Sample(sam, 0);
}
[pixel shader fail]
Buffer buffer;
float4 main() : sv_target
{
uint u1, u2;
buffer.GetDimensions(u1, u2);
return 0;
}
[pixel shader]
Buffer buf;
uniform int u;
float4 main() : sv_target
{
return buf[u];
}
[test]
uniform 0 int 2
todo(glsl) draw quad
probe (0, 0) rgba (8.0, 9.0, 10.0, 11.0)
uniform 0 int 0
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 1.0, 2.0, 3.0)
% Buffer doesn't have offset_dim or sample_index arguments allowed.
[pixel shader fail todo]
Buffer buffer;
float4 main() : sv_target
{
// This test fails because the output status must be an l-value.
buffer.Load(0, 0);
return 0;
}
[pixel shader fail]
Buffer buffer;
float4 main() : sv_target
{
uint u;
// This test fails because there is no overload for an argument in-between the load index and
// the output status.
buffer.Load(0, 0, u);
return 0;
}
[require]
shader model >= 5.0
[pixel shader todo]
Buffer buffer;
float4 main() : sv_target
{
uint width;
buffer.GetDimensions(width);
return width;
}
[test]
todo(sm<6) draw quad
probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)