vkd3d/tests/hlsl/step.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

56 lines
832 B
Plaintext

[pixel shader]
uniform float4 f, p;
float4 main() : sv_target
{
return step(f, p);
}
[test]
uniform 0 float4 5.0 -2.6 3.0 2.0
uniform 4 float4 1.0 -4.3 3.0 4.0
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)
[pixel shader]
float4 main() : sv_target
{
float2x2 a = {1, 2, 3, 4};
float b = {3};
return float4(step(a, b));
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 0.0)
[pixel shader fail]
float4 main() : sv_target
{
float2x2 a = {1, 2, 3, 4};
float1 b = {3};
step(a, b);
return 0;
}
[pixel shader]
float4 main() : sv_target
{
float3x2 a = {8, 0,
0, 8,
8, 8};
float2x3 b = {0, 8, 0,
8, 0, 0};
return float4(step(a, b));
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 1.0, 1.0, 0.0)