vkd3d/tests/hlsl/ddxddy.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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[require]
shader model >= 3.0
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
return float4(ddx(pos.x), ddy(pos.y), 0, 0);
}
[test]
todo(sm<4 | glsl) draw quad
probe (0, 0, 640, 480) rgba (1.0, 1.0, 0.0, 0.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
// Shader models < 4 don't add 0.5 to sv_position, so this adjustment is required to get the
// same outputs.
pos.x = floor(pos.x) + 0.5;
pos.y = floor(pos.y) + 0.5;
pos /= 10.0;
float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
float4 res = float4(nonlinear, ddx(nonlinear), ddy(nonlinear), 0.0);
// Each device may use either the coarse or the fine derivate, so use quantization.
return round(30 * res);
}
[test]
todo(sm<4 | glsl) draw quad
todo(sm<4) probe (10, 10) rgba (-16.0, -5.0, 3.0, 0.0)
todo(sm<4) probe (11, 10) rgba (-21.0, -5.0, 3.0, 0.0)
todo(sm<4) probe (10, 11) rgba (-13.0, -5.0, 3.0, 0.0)
todo(sm<4) probe (11, 11) rgba (-17.0, -5.0, 3.0, 0.0)
todo(sm<4) probe (12, 10) rgba (-26.0, -6.0, 4.0, 0.0)
todo(sm<4) probe (16, 16) rgba (-25.0, -7.0, 5.0, 0.0)
todo(sm<4) probe (150, 150) rgba (-226.0, -47.0, 45.0, 0.0)
[require]
shader model >= 5.0
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
pos /= 10.0;
float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
float4 res = float4(nonlinear, ddx_coarse(nonlinear), ddy_coarse(nonlinear), 0.0);
// Each device may use either the coarse or the fine derivate, so use quantization.
return round(30 * res);
}
[test]
todo(glsl) draw quad
probe (10, 10) rgba (-16.0, -5.0, 3.0, 0.0)
probe (11, 10) rgba (-21.0, -5.0, 3.0, 0.0)
probe (10, 11) rgba (-13.0, -5.0, 3.0, 0.0)
probe (11, 11) rgba (-17.0, -5.0, 3.0, 0.0)
probe (12, 10) rgba (-26.0, -6.0, 4.0, 0.0)
probe (16, 16) rgba (-25.0, -7.0, 5.0, 0.0)
probe (150, 150) rgba (-226.0, -47.0, 45.0, 0.0)
[pixel shader]
float4 main(float4 pos : sv_position) : sv_target
{
pos /= 10.0;
float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
return float4(nonlinear, ddx_fine(nonlinear), ddy_fine(nonlinear), 0.0);
}
[test]
todo(glsl) draw quad
probe (10, 10) rgba (-0.524999976, -0.164999843, 0.104999900, 0.0) 16
probe (11, 10) rgba (-0.689999819, -0.164999843, 0.114999890, 0.0) 32
probe (10, 11) rgba (-0.420000076, -0.154999852, 0.104999900, 0.0) 32
probe (11, 11) rgba (-0.574999928, -0.154999852, 0.114999890, 0.0) 32
probe (12, 10) rgba (-0.874999881, -0.205000162, 0.124999881, 0.0) 24
probe (150, 150) rgba (-7.52500916, -1.56500244, 1.50500488, 0.0) 128