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).
103 lines
2.3 KiB
Plaintext
103 lines
2.3 KiB
Plaintext
[pixel shader]
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uniform float4 f;
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float4 main() : sv_target
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{
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return any(f);
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}
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[test]
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uniform 0 float4 1.0 1.0 1.0 1.0
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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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uniform 0 float4 1.0 0.0 0.0 0.0
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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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uniform 0 float4 0.0 1.0 0.0 0.0
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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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uniform 0 float4 0.0 0.0 1.0 0.0
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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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uniform 0 float4 0.0 0.0 0.0 1.0
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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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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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uniform 0 float4 -1.0 -1.0 -1.0 -1.0
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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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uniform float f;
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float4 main() : sv_target
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{
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return any(f);
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}
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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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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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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uniform 0 float4 -1.0 0.0 0.0 0.0
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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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uniform uint4 b;
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float4 main() : sv_target
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{
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return any((bool4)b);
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}
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[test]
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if(sm<4) uniform 0 float4 1 1 1 1
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if(sm>=4) uniform 0 uint4 1 1 1 1
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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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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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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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if(sm<4) uniform 0 float4 0 1 0 0
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if(sm>=4) uniform 0 uint4 0 1 0 0
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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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if(sm<4) uniform 0 float4 0 0 1 0
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if(sm>=4) uniform 0 uint4 0 0 1 0
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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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if(sm<4) uniform 0 float4 0 0 0 1
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if(sm>=4) uniform 0 uint4 0 0 0 1
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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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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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uniform uint b;
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float4 main() : sv_target
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{
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return any((bool)b);
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}
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[test]
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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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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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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