vkd3d/tests/hlsl/expr-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

104 lines
1.4 KiB
Plaintext

[pixel shader]
float4 a, b;
float4 main() : sv_target
{
return (a + b)[1];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe (0, 0) rgba (8.0, 8.0, 8.0, 8.0)
[pixel shader]
float4 a, b;
float i;
float4 main() : sv_target
{
return (a + b)[i];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float 2
todo(glsl) draw quad
probe (0, 0) rgba (10.0, 10.0, 10.0, 10.0)
[pixel shader]
float4 a;
float4 main() : sv_target
{
return a.wyxz[3];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
[pixel shader]
float4 a;
float i;
float4 main() : sv_target
{
return a.wyxz[i];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float 0
todo(glsl) draw quad
probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
uniform 4 float 2
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 a;
float4 foo()
{
return a;
}
float4 main() : sv_target
{
return foo()[3];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
todo(glsl) draw quad
probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
[pixel shader]
float4 a;
float i;
float4 foo()
{
return a;
}
float4 main() : sv_target
{
return foo()[i];
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float 1
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)