vkd3d/tests/hlsl/initializer-matrix.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
{
float4x3 mat = {11, 12, 13, 21, 22, 23, 31, 32, 33, 41, 42, 43};
return float4(mat[1], 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (21, 22, 23, 0)
[pixel shader]
float4 main() : SV_TARGET
{
row_major float4x3 mat = {11, 12, 13, 21, 22, 23, 31, 32, 33, 41, 42, 43};
return float4(mat[1], 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (21, 22, 23, 0)
[pixel shader]
float4 main() : SV_TARGET
{
float3x4 mat = {11, 12, 13, 14, 21, 22, 23, 24, 31, 32, 33, 34};
return float4(mat[1]);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (21, 22, 23, 24)
[pixel shader]
float4 main() : SV_TARGET
{
row_major float3x2 mat = {11, 12, 21, 22, 31, 32};
return float4(mat[1], mat[2]);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (21, 22, 31, 32)
[pixel shader]
float4 main() : SV_TARGET
{
row_major float3x2 mat;
mat = float3x2(11, 12, 21, 22, 31, 32);
return float4(mat[1], mat[2]);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (21, 22, 31, 32)
[pixel shader]
float4 main() : SV_TARGET
{
float4 x = float4(12, 21, 22, 31);
float3x2 mat = float3x2(11, x, 32);
return float4(mat[1], mat[2]);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (21, 22, 31, 32)