vkd3d/tests/hlsl/arithmetic-int.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
{
int x = 5;
int y = 15;
return float4(x + y, x - y, x * y, x / y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (20.0, -10.0, 75.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 5;
int y = 15;
return float4(x % y, +x, -x, y / x);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 42;
int y = 5;
return float4(x / y, -x / y, x / -y, -x / -y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 42;
int y = 5;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 45;
int y = 5;
return float4(x / y, -x / y, x / -y, -x / -y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
[pixel shader]
float4 main() : SV_TARGET
{
int x = 45;
int y = 5;
return float4(x % y, -x % y, x % -y, -x % -y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
// On SM1 this gives hr 0x88760b59.
float4 main() : SV_TARGET
{
int x = 1;
int y = 0;
return x / y;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
// On SM1 this gives hr 0x88760b59.
float4 main() : SV_TARGET
{
int x = 1;
int y = 0;
return x % y;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[require]
shader model >= 4.0
[pixel shader]
float4 main() : SV_TARGET
{
int x = -2147483648;
int y = -1;
return x / y;
}
[test]
todo(glsl) draw quad
if(sm<6) probe (0,0) rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
if(sm>=6) probe (0,0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
int2 x = {5, 15};
int2 y = {2, 5};
int2 z = {3, 8};
return float4(x / y, z % y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 3.0, 1.0, 3.0)