vkd3d/tests/hlsl/vector-indexing.shader_test
Elizabeth Figura d3ba810c98 tests: Stop probing all pixels when drawing a uniform colour.
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).
2024-06-13 23:55:31 +02:00

65 lines
905 B
Plaintext

[pixel shader]
float4 main() : SV_TARGET
{
float4 color;
color[0] = 0.020;
color[1] = 0.245;
color[2] = 0.351;
color[3] = 1.0;
return color;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.02, 0.245, 0.351, 1.0)
[pixel shader]
uniform float4 m;
float4 main() : SV_TARGET
{
return float4(m[0], m[1], m[1], m[2]);
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 2.0, 3.0)
[pixel shader fail(sm<6)]
float4 main() : SV_TARGET
{
float4 vec = {0, 1, 2, 3};
int1 idx = {3};
return vec[idx];
}
[pixel shader]
float4 main() : SV_TARGET
{
float4 vec = {0, 1, 2, 3};
int2 idx = {1, 2};
return vec[idx.y];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
[pixel shader fail(sm<6) todo]
float4 v;
float i;
float4 main() : sv_target
{
float4 p = v;
p[i] = 2.0;
return 0;
}