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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).
81 lines
1.2 KiB
Plaintext
81 lines
1.2 KiB
Plaintext
[pixel shader]
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uniform float4 x;
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float4 main() : SV_TARGET
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{
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return normalize(x);
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}
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[test]
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uniform 0 float4 2.0 3.0 4.0 5.0
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todo(glsl) draw quad
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probe (0, 0) rgba (0.272165537, 0.408248305, 0.544331074, 0.680413842) 2
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[pixel shader]
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uniform float3 x;
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float4 main() : SV_TARGET
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{
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return float4(normalize(x), 0.0);
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}
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[test]
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uniform 0 float4 2.0 3.0 4.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (0.371390700, 0.557086051, 0.742781401, 0.0) 1
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[pixel shader]
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uniform float2 x;
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float4 main() : SV_TARGET
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{
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return float4(normalize(x), 0.0, 0.0);
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}
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[test]
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uniform 0 float4 2.0 3.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (0.554700196, 0.832050323, 0.0, 0.0) 1
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[pixel shader]
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uniform float1 x;
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float4 main() : SV_TARGET
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{
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return normalize(x);
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}
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[test]
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uniform 0 float4 2.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader]
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uniform float x;
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float4 main() : SV_TARGET
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{
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return normalize(x);
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}
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[test]
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uniform 0 float4 2.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader fail]
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uniform float1x3 x;
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float4 main() : SV_TARGET
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{
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return normalize(x);
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}
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[pixel shader fail]
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uniform float4x1 x;
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float4 main() : SV_TARGET
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{
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return normalize(x);
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}
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