vkd3d/tests/hlsl/gather-offset.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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[require]
shader model >= 4.1
[sampler 0]
filter linear linear linear
address clamp clamp clamp
[srv 0]
size (2d, 3, 3)
0.0 0.0 0.0 0.4 0.1 0.0 0.5 0.0 0.2 0.0 0.0 0.4
0.0 0.1 0.5 0.0 0.1 0.1 0.0 0.4 0.2 0.1 0.5 0.0
0.0 0.2 0.0 0.4 0.1 0.2 0.5 0.0 0.2 0.2 0.0 0.4
[pixel shader]
sampler s;
Texture2D t;
float4 main() : sv_target
{
return t.Gather(s, float2(0.2, 0.2), int2(1, 0));
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)
[pixel shader]
sampler s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherRed(s, float2(0.6, 0.6), int2(-1, 0));
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.1, 0.1, 0.0)
[require]
shader model >= 5.0
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherGreen(s, float2(0.2, 0.2), int2(0, 1));
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.2, 0.2, 0.1, 0.1)
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherGreen(s, float2(0.8, 0.8), int2(-1, -1));
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0)
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherBlue(s, float2(0.2, 0.8), int2(1, 0));
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.5, 0.0, 0.5, 0.0)
[pixel shader]
SamplerState s;
Texture2D t;
float4 main() : sv_target
{
return t.GatherAlpha(s, float2(0.2, 0.8), int2(0, -1));
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.0, 0.4, 0.0, 0.4)
[pixel shader]
sampler s;
Texture2D t;
uniform int2 offset;
float4 main() : sv_target
{
return t.Gather(s, float2(0.2, 0.2), offset);
}
[test]
uniform 0 int4 1 0 0 0
todo(glsl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)