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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).
55 lines
786 B
Plaintext
55 lines
786 B
Plaintext
[require]
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shader model >= 4.0
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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return float4(x + y, x - y, x * y, x / y);
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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 (20.0, 4294967296.0, 75.0, 0.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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return float4(x % y, +x, -x, y / x);
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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 (5.0, 5.0, 4294967296.0, 3.0)
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[pixel shader fail(sm<6)]
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float4 main() : SV_TARGET
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{
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uint x = 1;
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uint y = 0;
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return x / y;
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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 (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail(sm<6)]
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float4 main() : SV_TARGET
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{
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uint x = 1;
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uint y = 0;
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return x % y;
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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 (0.0, 0.0, 0.0, 0.0)
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