vkd3d/tests/hlsl/mul.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]
float4 main() : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float4 y = float4(1.0, 2.0, 3.0, 4.0);
return mul(x, y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (30.0, 70.0, 110.0, 150.0)
[pixel shader]
float4 main() : sv_target
{
float4 x = float4(1.0, 2.0, 3.0, 4.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (90.0, 100.0, 110.0, 120.0)
[pixel shader]
float4 main() : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float3 y = float3(1.0, 2.0, 3.0);
return mul(x, y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (14.0, 38.0, 62.0, 86.0)
[pixel shader]
float4 main() : sv_target
{
float3 x = float3(1.0, 2.0, 3.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (38.0, 44.0, 50.0, 56.0)
[pixel shader]
float4 main() : sv_target
{
float3x3 x = float3x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0,
7.0, 8.0, 9.0);
float4 y = float4(1.0, 2.0, 3.0, 4.0);
return float4(mul(x, y), 0.0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (14.0, 32.0, 50.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float4 x = float4(1.0, 2.0, 3.0, 4.0);
float3x3 y = float3x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0,
7.0, 8.0, 9.0);
return float4(mul(x, y), 0.0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (30.0, 36.0, 42.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float x = 10.0;
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y)[1];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (50.0, 60.0, 70.0, 80.0)
[pixel shader]
float4 main() : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float y = 10.0;
return mul(x, y)[1];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (50.0, 60.0, 70.0, 80.0)
[pixel shader]
float4 main() : sv_target
{
float1 x = float1(10.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (10.0, 20.0, 30.0, 40.0)
[pixel shader]
float4 main() : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float1 y = float1(10.0);
return mul(x, y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (10.0, 50.0, 90.0, 130.0)
[pixel shader]
float4 main() : sv_target
{
float1x1 x = float1x1(10.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (10.0, 20.0, 30.0, 40.0)
[pixel shader]
float4 main() : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float1x1 y = float1x1(10.0);
return mul(x, y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (10.0, 50.0, 90.0, 130.0)
[pixel shader]
float4 main() : sv_target
{
float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (90.0, 100.0, 110.0, 120.0)
[pixel shader]
float4 main() : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float1x4 y = float1x4(1.0, 2.0, 3.0, 4.0);
return mul(x, y)[1];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 10.0, 15.0, 20.0)
[pixel shader]
float4 main() : sv_target
{
float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y)[1];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
float4 main() : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float4x1 y = float4x1(1.0, 2.0, 3.0, 4.0);
return mul(x, y);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (30.0, 70.0, 110.0, 150.0)
[pixel shader]
float4 main() : sv_target
{
float3x3 x = float3x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0,
7.0, 8.0, 9.0);
float4x4 y = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
return mul(x, y)[1];
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (83.0, 98.0, 113.0, 128.0)
[pixel shader]
float4 main() : sv_target
{
float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0,
5.0, 6.0, 7.0, 8.0,
9.0, 10.0, 11.0, 12.0,
13.0, 14.0, 15.0, 16.0);
float3x3 y = float3x3(1.0, 2.0, 3.0,
4.0, 5.0, 6.0,
7.0, 8.0, 9.0);
return float4(mul(x, y)[1], 0.0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (78.0, 96.0, 114.0, 0.0)
[pixel shader]
float4 main() : sv_target
{
float2x3 a = float2x3(1, 2, 3, 4, 5, 6);
float3x2 b = float3x2(6, 5, 4, 3, 2, 1);
float2x2 r = mul(a, b);
return float4(r);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (20.0, 14.0, 56.0, 41.0)
[pixel shader]
float4 main() : sv_target
{
float2x2 a = float2x2(1, 2, 3, 4);
float2 b = float2(1, 2);
float2 r = mul(a, b);
return float4(r, 0, 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (5.0, 11.0, 0.0, 0.0)