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).
245 lines
3.3 KiB
Plaintext
245 lines
3.3 KiB
Plaintext
[pixel shader]
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float4 main() : sv_target
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{
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return float2x2(0.4, 0.3, 0.2, 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 (0.4, 0.3, 0.2, 0.1)
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[pixel shader]
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float4 main() : sv_target
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{
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return float1x4(0.4, 0.3, 0.2, 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 (0.4, 0.3, 0.2, 0.1)
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[pixel shader]
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float4 main() : sv_target
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{
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return float4x1(0.4, 0.3, 0.2, 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 (0.4, 0.3, 0.2, 0.1)
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[pixel shader]
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float4x1 main() : sv_target
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{
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return float4(0.4, 0.3, 0.2, 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 (0.4, 0.3, 0.2, 0.1)
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[pixel shader]
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float3 func()
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{
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return float3x1(0.4, 0.3, 0.2);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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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 (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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float3 func()
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{
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return float1x3(0.4, 0.3, 0.2);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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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 (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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float1x3 func()
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{
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return float3(0.4, 0.3, 0.2);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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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 (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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float3x1 func()
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{
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return float3(0.4, 0.3, 0.2);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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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 (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail]
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float3x1 func()
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{
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return float1x3(0.4, 0.3, 0.2);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[pixel shader fail]
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float1x3 func()
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{
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return float3x1(0.4, 0.3, 0.2);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[pixel shader]
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float3 func()
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{
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return float4(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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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 (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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float3 func()
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{
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return float4x1(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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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 (0.4, 0.3, 0.2, 0.0)
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[pixel shader]
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float3 func()
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{
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return float1x4(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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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 (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail(sm<6) todo]
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float3x1 func()
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{
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return float4(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[pixel shader]
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float3x1 func()
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{
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return float4x1(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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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 (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail]
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float3x1 func()
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{
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return float1x4(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[pixel shader]
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float1x3 func()
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{
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return float4(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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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 (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail]
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float1x3 func()
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{
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return float4x1(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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}
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[pixel shader]
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float1x3 func()
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{
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return float1x4(0.4, 0.3, 0.2, 0.1);
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}
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float4 main() : sv_target
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{
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return float4(func(), 0.0);
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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 (0.4, 0.3, 0.2, 0.0)
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