mirror of
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).
145 lines
2.7 KiB
Plaintext
145 lines
2.7 KiB
Plaintext
[require]
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shader model >= 4.0
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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comparison never
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[srv 0]
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format r32 float shadow
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size (2d, 2, 2)
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0.5 0.5
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0.5 0.5
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[pixel shader]
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Texture2D<float> t : register(t0);
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SamplerComparisonState s : register(s0);
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float4 main() : sv_target
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{
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float ref = 0.5, delta = 0.00000007;
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return float4(
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t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref - delta),
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t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref),
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t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref + delta),
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1.0);
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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, 1.0)
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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comparison less
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 0.0, 0.0, 1.0)
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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comparison equal
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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comparison less equal
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.0, 0.0, 1.0)
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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comparison greater
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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, 1.0, 1.0)
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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comparison not equal
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 0.0, 1.0, 1.0)
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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comparison greater equal
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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comparison always
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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comparison greater
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% Non-constant ref
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[pixel shader]
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Texture2D<float> t : register(t0);
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SamplerComparisonState s : register(s0);
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float ref, delta;
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float4 main() : sv_target
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{
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return float4(
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t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref - delta),
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t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref),
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t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref + delta),
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1.0);
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}
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[test]
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uniform 0 float 0.5
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uniform 1 float 0.00000007
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)
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[pixel shader]
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Texture2D<float> t : register(t0);
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SamplerComparisonState s : register(s0);
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float ref;
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float4 main() : sv_target
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{
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float delta = 0.00000007;
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return float4(
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t.SampleCmp(s, float2(0.5, 0.5), ref - delta),
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t.SampleCmp(s, float2(0.5, 0.5), 0.5),
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t.SampleCmp(s, float2(0.5, 0.5), ref + delta),
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1.0);
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}
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[test]
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uniform 0 float 0.5
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)
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