vkd3d/tests/hlsl/side-effects.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
{
float x[3] = {0, 2, 3};
return x[x[1] = 1];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
uint4 func(uint t)
{
return uint4(t + 0, t + 1, t + 2, t + 3);
}
float4 main() : sv_target
{
return func(10)[func(0).y];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (11.0, 11.0, 11.0, 11.0)
% dxcompiler performs the first call to func() before the array index call.
[require]
shader model < 6.0
[pixel shader]
float4 func(void)
{
static uint i;
i += 1;
return float4(0.1, 0.2, 0.3, 0.4) + i;
}
float4 main() : sv_target
{
return func()[func().x];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (2.2, 2.2, 2.2, 2.2)