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).
203 lines
3.1 KiB
Plaintext
203 lines
3.1 KiB
Plaintext
[pixel shader]
|
|
float3x2 mat;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return mat._21_31_11_12;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float4 11 21 31 -1
|
|
uniform 4 float4 12 22 32 -1
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (21.0, 31.0, 11.0, 12.0)
|
|
|
|
|
|
[pixel shader]
|
|
float3x2 mat;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return mat._m00_m20_m01_m21;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float4 11 21 31 -1
|
|
uniform 4 float4 12 22 32 -1
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (11.0, 31.0, 12.0, 32.0)
|
|
|
|
|
|
[pixel shader]
|
|
row_major float3x2 mat;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
return mat._11_31_12_32;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float4 11 12 -1 -1
|
|
uniform 4 float4 21 22 -1 -1
|
|
uniform 8 float4 31 32 -1 -1
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (11.0, 31.0, 12.0, 32.0)
|
|
|
|
|
|
[pixel shader]
|
|
float4 main() : sv_target
|
|
{
|
|
float3x2 mat = {1, 2, 3, 4, 5, 6};
|
|
float2 p = mat._11_32;
|
|
|
|
return float4(p, p);
|
|
}
|
|
|
|
[test]
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (1.0, 6.0, 1.0, 6.0)
|
|
|
|
|
|
% zero-based and one-based subscripts cannot be used in the same swizzle.
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float3x2 mat = {1, 2, 3, 4, 5, 6};
|
|
float2 p = mat._11_m00;
|
|
|
|
return 0.0;
|
|
}
|
|
|
|
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float3x2 mat = {1, 2, 3, 4, 5, 6};
|
|
float p = mat._41;
|
|
|
|
return 0.0;
|
|
}
|
|
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float3x2 mat = {1, 2, 3, 4, 5, 6};
|
|
float p = mat._33;
|
|
|
|
return 0.0;
|
|
}
|
|
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float3x2 mat = {1, 2, 3, 4, 5, 6};
|
|
float p = mat._m30;
|
|
|
|
return 0.0;
|
|
}
|
|
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float3x2 mat = {1, 2, 3, 4, 5, 6};
|
|
float p = mat._m22;
|
|
|
|
return 0.0;
|
|
}
|
|
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float3x2 mat = {1, 2, 3, 4, 5, 6};
|
|
float p = mat._00;
|
|
|
|
return 0.0;
|
|
}
|
|
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float3x2 mat = {1, 2, 3, 4, 5, 6};
|
|
|
|
return mat._11_11_11_11_11;
|
|
}
|
|
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float3x2 mat = {1, 2, 3, 4, 5, 6};
|
|
float p = mat.x
|
|
|
|
return 0;
|
|
}
|
|
|
|
[pixel shader fail]
|
|
float4 main() : sv_target
|
|
{
|
|
float3 vec = {1, 2, 3};
|
|
float p = vec._11;
|
|
|
|
return 0;
|
|
}
|
|
|
|
% Like with vectors, a single-component swizzle is scalar.
|
|
[pixel shader]
|
|
float4 main() : SV_TARGET
|
|
{
|
|
float4 vec = {10, 20, 30, 40};
|
|
int2x3 idx = {0, 1, 2, 3, 4, 5};
|
|
|
|
return vec[idx._21];
|
|
}
|
|
|
|
[test]
|
|
todo(glsl) draw quad
|
|
probe (0, 0) rgba (40.0, 40.0, 40.0, 40.0)
|
|
|
|
|
|
[pixel shader todo]
|
|
float3 a;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float2x2 mat = {1, 2, 3, 4};
|
|
|
|
mat._11 = 10;
|
|
mat._m01_m10_m11 = a;
|
|
return float4(mat);
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float4 20 30 40 -1
|
|
todo(sm<6) draw quad
|
|
todo(sm<6) probe (0,0) rgba (10.0, 20.0, 30.0, 40.0)
|
|
|
|
|
|
[pixel shader todo]
|
|
float3 a;
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
row_major float4x2 mat = {1, 2, 3, 4, 5, 6, 7, 8};
|
|
|
|
mat._11 = 10;
|
|
mat._m01_m10_m31 = a;
|
|
return float4(mat._m31_m10_m01_m00);
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float4 20 30 80 -1
|
|
todo(sm<6) draw quad
|
|
todo(sm<6) probe (0,0) rgba (80.0, 30.0, 20.0, 10.0)
|
|
|
|
|
|
% Cannot repeat components when assigning to a swizzle.
|
|
[pixel shader fail todo]
|
|
float4 main() : sv_target
|
|
{
|
|
float2x2 mat = {1, 2, 3, 4};
|
|
|
|
mat._m01_m01 = float2(20, 20);
|
|
return 0;
|
|
}
|