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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-09-13 09:16:14 -07:00
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).
47 lines
876 B
Plaintext
47 lines
876 B
Plaintext
[pixel shader]
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float4 main() : SV_TARGET
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{
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return float4(
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(float)(bool)0.0,
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(float)(bool)0,
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(float)(bool)2.0,
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(float)(bool)2
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);
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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, 1.0, 1.0)
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[pixel shader todo(sm<4)]
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uniform float4 x;
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uniform int4 y;
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float4 main() : SV_TARGET
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{
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return (float4)(bool4)x + 10.0 * (float4)(int4)(bool4)y;
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}
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[test]
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uniform 0 float4 0.0 0.0 2.0 4.0
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if(sm<4) uniform 4 float4 0 1 0 10
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if(sm>=4) uniform 4 int4 0 1 0 10
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (0.0, 10.0, 1.0, 11.0)
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[pixel shader todo(sm<4)]
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uniform bool4 b;
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float4 main() : sv_target
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{
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return (float4)b + (float4)(int4)b;
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}
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[test]
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if(sm<4) uniform 0 float4 1.0 1.0 1.0 0.0
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if(sm>=4) uniform 0 uint4 0x00000001 0x00000002 0x80000000 0x00000000
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (2.0, 2.0, 2.0, 0.0)
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