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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).
129 lines
3.3 KiB
Plaintext
129 lines
3.3 KiB
Plaintext
[vertex shader]
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void main(float4 pos : position, out float tex : texcoord, out float4 out_pos : sv_position)
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{
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tex = (pos.x + 1) * 320;
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out_pos = pos;
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}
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[pixel shader todo(sm<4)]
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float4 main(float tex : texcoord) : sv_target
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{
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tex = floor(tex + 0.25);
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return float4(sin(tex), cos(tex), tan(tex), 0);
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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 ( 0.00000000, 1.00000000, 0.00000000, 0.0)
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probe ( 1, 0) rgba ( 0.84147098, 0.54030231, 1.55740772, 0.0) 1024
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probe ( 2, 0) rgba ( 0.90929743, -0.41614684, -2.18503986, 0.0) 1024
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probe ( 3, 0) rgba ( 0.14112001, -0.98999250, -0.14254654, 0.0) 1024
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probe ( 4, 0) rgba (-0.75680250, -0.65364362, 1.15782128, 0.0) 1024
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probe ( 5, 0) rgba (-0.95892427, 0.28366219, -3.38051501, 0.0) 1024
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probe ( 6, 0) rgba (-0.27941550, 0.96017029, -0.29100619, 0.0) 1024
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probe ( 7, 0) rgba ( 0.65698660, 0.75390225, 0.87144798, 0.0) 1024
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probe ( 8, 0) rgba ( 0.98935825, -0.14550003, -6.79971146, 0.0) 1024
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probe ( 9, 0) rgba ( 0.41211849, -0.91113026, -0.45231566, 0.0) 1024
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probe (10, 0) rgba (-0.54402111, -0.83907153, 0.64836083, 0.0) 1024
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probe (11, 0) rgba (-0.99999021, 0.00442570, -225.95084645, 0.0) 2048
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probe (12, 0) rgba (-0.53657292, 0.84385396, -0.63585993, 0.0) 1024
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probe (13, 0) rgba ( 0.42016704, 0.90744678, 0.46302113, 0.0) 1024
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probe (14, 0) rgba ( 0.99060736, 0.13673722, 7.24460662, 0.0) 1024
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probe (15, 0) rgba ( 0.65028784, -0.75968791, -0.85599340, 0.0) 1024
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[pixel shader todo(sm<4)]
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uniform float4 a;
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float4 main() : sv_target
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{
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return round(1000 * sin(a));
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}
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[test]
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uniform 0 float4 0.0 0.52359877 2.61799387 3.14159265
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (0.0, 500.0, 500.0, 0.0)
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[pixel shader todo(sm<4)]
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uniform float4 a;
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float4 main() : sv_target
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{
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return round(1000 * cos(a));
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}
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[test]
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uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (1000.0, 707.0, -0.0, -707.0)
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[pixel shader todo(sm<4)]
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uniform float4 a;
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float4 main() : sv_target
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{
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return round(1000 * tan(a));
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}
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[test]
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% tan(pi/2) is an asymtote and therefore undefined
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% so check 0, pi/4, 3pi/4, pi
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uniform 0 float4 0.0 0.78539816 2.35619449 3.14159265
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (0, 1000, -1000.0, 0)
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[pixel shader]
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uniform float4 a;
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float4 main() : sv_target
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{
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return sinh(a);
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}
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[test]
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uniform 0 float4 -6.28318531 -0.88137359 0.88137359 6.28318531
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todo(glsl) draw quad
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probe (0, 0) rgba (-267.744894, -1.0, 1.0, 267.744894) 2
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uniform 0 float4 -0.0 0.0 -90.0 90.0
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todo(glsl) draw quad
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% mingw does not support "inf" for scanf(), but numbers beyond FLOAT_MAX consistently result in inf.
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probe (0, 0) rgba (0.0, 0.0, -1.0e39, 1.0e39) 1
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[pixel shader]
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uniform float4 a;
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float4 main() : sv_target
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{
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return cosh(a);
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}
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[test]
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uniform 0 float4 -1.76274717 -1.3169579 1.3169579 1.76274717
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todo(glsl) draw quad
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probe (0, 0) rgba (3.0, 2.0, 2.0, 3.0) 2
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uniform 0 float4 -0.0 0.0 -90.0 90.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0e39, 1.0e39) 1
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[pixel shader]
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uniform float4 a;
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float4 main() : sv_target
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{
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return tanh(a);
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}
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[test]
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uniform 0 float4 -1.57079633 -0.54930614 0.54930614 1.57079633
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todo(glsl) draw quad
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probe (0, 0) rgba (-0.91715234, -0.5, 0.5, 0.91715234) 2
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uniform 0 float4 -10.0 -0.0 0.0 10.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-1.0, 0.0, 0.0, 1.0) 1
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