vkd3d/tests/hlsl/math.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]
uniform float4 a;
uniform float2 b;
float4 main() : SV_TARGET
{
float u = a.x, v = a.y, w = a.z, x = a.w, y = b.x, z = b.y;
return float4(x * y - z / w + --u / -v,
z * x / y + w / -v,
u + v - w,
x / y / w);
}
[test]
uniform 0 float4 2.5 0.3 0.2 0.7
uniform 4 float4 0.1 1.5 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (-12.43, 9.833333, 1.6, 35.0) 1