vkd3d/tests/hlsl/cast-broadcast.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]
struct apple
{
float3 aa;
float4 bb;
};
struct banana
{
struct apple aa;
int2 bb;
int4 cc[8];
};
float4 main() : SV_TARGET
{
struct banana p = (struct banana)42;
return p.aa.bb + p.cc[5];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (84.0, 84.0, 84.0, 84.0)
[pixel shader fail]
struct apple
{
float3 aa;
float4 bb;
};
float4 main() : SV_TARGET
{
struct apple f = 31;
return f.bb;
}
[pixel shader fail]
struct apple
{
float3 aa;
float4 bb;
};
float4 fun(struct apple f)
{
return f.bb;
}
float4 main() : SV_TARGET
{
return fun(31);
}
[pixel shader fail]
float4 fun(float f[7])
{
return f[1];
}
float4 main() : SV_TARGET
{
return fun(32);
}
[pixel shader fail]
struct apple
{
float4 foo;
Texture2D tex;
};
float4 PSMain() : SV_TARGET
{
struct apple a1;
a1 = (struct apple)1;
return a1.foo;
}
[pixel shader]
float4 fun(float3 f)
{
return f.xyxy;
}
float4 main() : SV_TARGET
{
return fun(33);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (33.0, 33.0, 33.0, 33.0)