vkd3d/tests/hlsl/cast-componentwise-compatible.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;
int bb;
};
float4 main() : sv_target
{
float f[4] = {1, 2, 3, 4};
struct apple a;
a = (struct apple) f;
return a.aa.xyzx;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 1.0)
[pixel shader]
struct apple
{
float3 aa;
int bb;
float cc;
};
float4 main() : sv_target
{
struct apple a = {5, 6, 7, 8.8, 9.0};
float f[4];
f = (float[4]) a;
return float4(f);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
[pixel shader]
float4 main() : sv_target
{
float f[6] = {1, 2, 3, 4, 5, 6};
int i[4];
i = (int[4]) f;
return float4(i[0], i[1], i[2], i[3]);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
Texture2D tex;
struct apple
{
int2 aa;
Texture2D bb;
float cc;
};
struct banana
{
float aa[2];
Texture2D bb;
int cc;
};
float4 main() : sv_target
{
struct apple a = {1, 2, tex, 7.2};
struct banana b;
b = (struct banana) a;
return b.cc;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (7.0, 7.0, 7.0, 7.0)
[pixel shader]
Texture2D tex;
struct apple
{
int2 aa;
Texture2D bb;
float cc;
float4 dd;
Texture2D ee;
};
struct banana
{
float aa[2];
Texture2D bb;
int cc;
};
float4 main() : sv_target
{
struct apple a = {1, 2, tex, 3, 4, 5, 6, 7, tex};
struct banana b;
b = (struct banana) a;
return b.cc;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
[pixel shader fail]
struct apple
{
int2 aa;
float bb;
};
struct banana
{
int2 aa;
float bb;
float cc;
};
float4 main() : sv_target
{
struct apple a = {1, 2, 3};
struct banana b;
b = (struct banana) a;
return b.bb;
}
[pixel shader]
float4 main() : sv_target
{
float4 v = float4(10.1, 20.2, 30.3, 40.4);
int i[3];
i = (int[3]) v;
return float4(i[0], i[1], i[2], i[2]);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (10.0, 20.0, 30.0, 30.0)
[pixel shader]
struct apple
{
int aa;
float bb[2];
};
float4 main() : sv_target
{
float4 f = {10.4, 11.4, 12.4, 13.4};
struct apple a;
a = (struct apple) f;
return float4(a.aa, a.aa, a.bb[0], a.bb[1]);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (10.0, 10.0, 11.4, 12.4)
[pixel shader]
float4 main() : sv_target
{
float f[5] = {11, 12, 13, 14, 15};
int4 i;
i = (int4) f;
return i;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (11.0, 12.0, 13.0, 14.0)
[pixel shader]
struct apple
{
int2 aa;
float bb[2];
float cc;
};
float4 main() : sv_target
{
struct apple a = {21, 22, 23.4, 24.4, 25.0};
int4 i;
i = (int4) a;
return i;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (21.0, 22.0, 23.0, 24.0)
[pixel shader]
float4 main() : sv_target
{
float4 f = {31.4, 32.4, 33.4, 34.4};
int3 i;
i = (int3) f;
return float4(i.x, i.y, i.z, i.z);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (31.0, 32.0, 33.0, 33.0)
[pixel shader]
struct apple
{
int2 aa;
float2 bb;
};
float4 main() : sv_target
{
struct apple a = {41, 42, 43, 44};
float2x2 mat;
mat = (float2x2) a;
return float4(mat);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (41.0, 42.0, 43.0, 44.0)
[pixel shader fail(sm<6)]
struct apple
{
float2 aa;
float3 bb;
};
float4 main() : sv_target
{
struct apple a = {1, 2, 3, 4, 5};
float2x2 mat;
mat = (float2x2) a;
return float4(mat);
}
[pixel shader]
struct apple
{
float3 aa;
int bb;
};
float4 main() : sv_target
{
float2x2 mat = {55, 56, 57, 58};
struct apple a;
a = (struct apple) mat;
return float4(a.aa, a.bb);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (55.0, 56.0, 57.0, 58.0)
[pixel shader fail(sm<6)]
struct apple
{
float2 aa;
float2 bb;
};
float4 main() : sv_target
{
float3x2 mat = {1, 2, 3, 4, 5, 6};
struct apple a;
a = (struct apple) mat;
return float4(a.aa, a.bb);
}
[pixel shader]
float4 main() : sv_target
{
float arr[4] = {61, 62, 63, 64};
int2x2 mat;
mat = (int2x2) arr;
return float4(mat);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (61.0, 62.0, 63.0, 64.0)
[pixel shader fail(sm<6)]
float4 main() : sv_target
{
float arr[5] = {1, 2, 3, 4, 5};
float2x2 mat;
mat = (float2x2) arr;
return float4(mat);
}
[pixel shader]
float4 main() : sv_target
{
float2x2 mat = {71, 72, 73, 74};
int arr[4];
arr = (int[4]) mat;
return float4(arr);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (71.0, 72.0, 73.0, 74.0)
[pixel shader fail(sm<6)]
float4 main() : sv_target
{
float2x2 mat = {1, 2, 3, 4};
int arr[3];
arr = (int[3]) mat;
return 0;
}
[pixel shader fail]
float4 main() : sv_target
{
float2x2 mat = {1, 2, 3, 4};
float3 vec;
vec = (float3) mat;
return 0;
}
[pixel shader fail(sm<6)]
float4 main() : sv_target
{
float arr[5] = {1, 2, 3, 4, 5};
float4x1 mat;
mat = (float4x1) arr;
return 0;
}
[pixel shader]
float4 main() : sv_target
{
float arr[5] = {81, 82, 83, 84, 85};
int1x4 mat;
mat = (int1x4) arr;
return float4(mat);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (81.0, 82.0, 83.0, 84.0)
[pixel shader]
float4 main() : sv_target
{
float4x1 mat = {91, 92, 93, 94};
int arr[3];
arr = (int[3]) mat;
return float4(arr, 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (91.0, 92.0, 93.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float1x4 mat = {11, 12, 13, 14};
int arr[3];
arr = (int[3]) mat;
return float4(arr, 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (11.0, 12.0, 13.0, 0.0)
[pixel shader fail(sm<6)]
struct apple
{
float3 aa;
float2 bb;
};
float4 main() : sv_target
{
struct apple a = {1, 2, 3, 4, 5};
float4x1 mat;
mat = (float4x1) a;
return 0;
}
[pixel shader]
struct apple
{
float3 aa;
float2 bb;
};
float4 main() : sv_target
{
struct apple a = {21, 22, 23, 24, 25};
float1x4 mat;
mat = (float1x4) a;
return float4(mat);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (21.0, 22.0, 23.0, 24.0)
[pixel shader]
struct apple
{
int aa;
float2 bb;
};
float4 main() : sv_target
{
float4x1 mat = {31, 32, 33, 34};
struct apple a;
a = (struct apple) mat;
return float4(a.aa, a.bb, 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (31.0, 32.0, 33.0, 0.0)
[pixel shader]
struct apple
{
int aa;
float2 bb;
};
float4 main() : sv_target
{
float1x4 mat = {41, 42, 43, 44};
struct apple a;
a = (struct apple) mat;
return float4(a.aa, a.bb, 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (41.0, 42.0, 43.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float4 vec = {51, 52, 53, 54};
int1x3 mat;
mat = (int1x3) vec;
return float4(mat, 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (51.0, 52.0, 53.0, 0.0)
[pixel shader fail(sm<6)]
float4 main() : sv_target
{
float4 vec = {1, 2, 3, 4};
float3x1 mat;
mat = (float3x1) vec;
return 0;
}
[pixel shader]
float4 main() : sv_target
{
float1x4 mat = {61, 62, 63, 64};
int3 vec;
vec = (int1x3) mat;
return float4(vec, 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (61.0, 62.0, 63.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float4x1 mat = {71, 72, 73, 74};
int3 vec;
vec = (int3) mat;
return float4(vec, 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (71.0, 72.0, 73.0, 0.0)