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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).
67 lines
1.2 KiB
Plaintext
67 lines
1.2 KiB
Plaintext
[pixel shader]
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uniform float3 f;
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float4 main() : sv_target
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{
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int3 r = f;
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return float4(r, 0);
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}
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[test]
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uniform 0 float4 10.3 11.5 12.8 13.1
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todo(glsl) draw quad
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probe (0, 0) rgba (10, 11, 12, 0)
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[pixel shader todo(sm<4)]
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uniform float f;
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uniform uint u;
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uniform bool b;
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uniform float h;
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float4 main() : sv_target
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{
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float4 ret;
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ret.x = ((float)(int)f) - 1.5;
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ret.y = ((float)(int)u) + 2.5;
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ret.z = ((float)(int)b) / 2;
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ret.w = ((float)(int)(half)h) + 3.5;
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return ret;
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}
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[test]
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if(sm<4) uniform 0 float 2.6
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if(sm<4) uniform 4 float -2
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if(sm<4) uniform 8 float 1.0
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if(sm<4) uniform 12 float -3.6
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if(sm>=4) uniform 0 float 2.6
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if(sm>=4) uniform 1 int -2
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if(sm>=4) uniform 2 int -2
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if(sm>=4) uniform 3 float -3.6
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
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[pixel shader]
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float4 main() : sv_target
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{
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float f = 2.6;
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uint u = 0xfffffffe;
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bool b = true;
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half h = -3.6;
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float4 ret;
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ret.x = ((float)(int)f) - 1.5;
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ret.y = ((float)(int)u) + 2.5;
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ret.z = ((float)(int)b) / 2;
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ret.w = ((float)(int)h) + 3.5;
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return ret;
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}
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[test]
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todo(glsl) draw quad
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if(sm<4) todo probe (0,0) rgba (0.5, 4.2949673e+009, 0.5, 0.5)
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if(sm>=4) probe (0,0) rgba (0.5, 0.5, 0.5, 0.5)
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