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