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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).
71 lines
1.0 KiB
Plaintext
71 lines
1.0 KiB
Plaintext
[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[srv 0]
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size (2d, 2, 2)
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0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
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0.0 0.0 0.0 0.0 1.0 0.0 1.0 0.0
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[pixel shader todo(sm<4)]
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sampler s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.Sample(s, float2(0.5, 0.5));
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}
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[test]
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (0.25, 0, 0.25, 0)
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[pixel shader todo(sm<4)]
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SamplerState s;
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Texture2D t;
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float4 main() : sv_target
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{
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return t.Sample(s, float2(0.5, 0.5));
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}
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[test]
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (0.25, 0, 0.25, 0)
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[pixel shader fail]
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sampler2D s;
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float4 main() : sv_target
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{
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return tex3D(s, float3(0.0, 0.0, 0.0));
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}
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[pixel shader fail]
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sampler s;
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float4 main() : sv_target
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{
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return tex2D(s, float2(0.0, 0.0)) + tex3D(s, float3(0.0, 0.0, 0.0));
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}
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[require]
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options: backcompat
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[pixel shader fail(sm>=6)]
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samplerCUBE s;
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float4 main() : sv_target
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{
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return texCUBE(s, float3(0.0, 0.0, 0.0));
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}
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[pixel shader fail(sm>=6)]
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sampler1D s;
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float4 main() : sv_target
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{
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return tex1D(s, 0.0);
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}
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