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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).
73 lines
1.2 KiB
Plaintext
73 lines
1.2 KiB
Plaintext
[pixel shader]
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float4 main() : SV_TARGET
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{
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float4x3 mat = {11, 12, 13, 21, 22, 23, 31, 32, 33, 41, 42, 43};
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return float4(mat[1], 0);
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (21, 22, 23, 0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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row_major float4x3 mat = {11, 12, 13, 21, 22, 23, 31, 32, 33, 41, 42, 43};
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return float4(mat[1], 0);
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (21, 22, 23, 0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float3x4 mat = {11, 12, 13, 14, 21, 22, 23, 24, 31, 32, 33, 34};
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return float4(mat[1]);
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (21, 22, 23, 24)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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row_major float3x2 mat = {11, 12, 21, 22, 31, 32};
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return float4(mat[1], mat[2]);
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (21, 22, 31, 32)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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row_major float3x2 mat;
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mat = float3x2(11, 12, 21, 22, 31, 32);
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return float4(mat[1], mat[2]);
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (21, 22, 31, 32)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float4 x = float4(12, 21, 22, 31);
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float3x2 mat = float3x2(11, x, 32);
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return float4(mat[1], mat[2]);
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (21, 22, 31, 32)
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