vkd3d/tests/hlsl/bool-cast.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

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[pixel shader]
float4 main() : SV_TARGET
{
return float4(
(float)(bool)0.0,
(float)(bool)0,
(float)(bool)2.0,
(float)(bool)2
);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)
[pixel shader todo(sm<4)]
uniform float4 x;
uniform int4 y;
float4 main() : SV_TARGET
{
return (float4)(bool4)x + 10.0 * (float4)(int4)(bool4)y;
}
[test]
uniform 0 float4 0.0 0.0 2.0 4.0
if(sm<4) uniform 4 float4 0 1 0 10
if(sm>=4) uniform 4 int4 0 1 0 10
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.0, 10.0, 1.0, 11.0)
[pixel shader todo(sm<4)]
uniform bool4 b;
float4 main() : sv_target
{
return (float4)b + (float4)(int4)b;
}
[test]
if(sm<4) uniform 0 float4 1.0 1.0 1.0 0.0
if(sm>=4) uniform 0 uint4 0x00000001 0x00000002 0x80000000 0x00000000
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (2.0, 2.0, 2.0, 0.0)