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).
104 lines
1.4 KiB
Plaintext
104 lines
1.4 KiB
Plaintext
[pixel shader]
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float4 a, b;
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float4 main() : sv_target
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{
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return (a + b)[1];
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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todo(glsl) draw quad
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probe (0, 0) rgba (8.0, 8.0, 8.0, 8.0)
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[pixel shader]
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float4 a, b;
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float i;
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float4 main() : sv_target
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{
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return (a + b)[i];
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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uniform 8 float 2
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todo(glsl) draw quad
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probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0)
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[pixel shader]
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float4 a;
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float4 main() : sv_target
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{
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return a.wyxz[3];
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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todo(glsl) draw quad
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probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
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[pixel shader]
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float4 a;
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float i;
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float4 main() : sv_target
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{
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return a.wyxz[i];
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float 0
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todo(glsl) draw quad
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probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
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uniform 4 float 2
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 a;
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float4 foo()
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{
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return a;
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}
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float4 main() : sv_target
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{
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return foo()[3];
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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todo(glsl) draw quad
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probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
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[pixel shader]
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float4 a;
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float i;
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float4 foo()
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{
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return a;
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}
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float4 main() : sv_target
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{
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return foo()[i];
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float 1
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todo(glsl) draw quad
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probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
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