vkd3d/tests/hlsl/smoothstep.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

165 lines
2.8 KiB
Plaintext

[pixel shader]
float4 main() : sv_target
{
float4 a = {1, -1, -1, 10};
float4 b = {2, 1, 1, 20};
float4 x = {0.3, 0.4, 2, 15.4};
return smoothstep(a, b, x);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0, 0.784, 1.0, 0.559872) 1
[pixel shader]
float4 main() : sv_target
{
float a = 1;
float b = 2;
float4 x = {0.9, 1.2, 1.8, 2.1};
return smoothstep(a, b, x);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0, 0.104, 0.896, 1.000000) 6
[pixel shader]
float4 main() : sv_target
{
float4 a = {1, 10, 100, 1000};
float4 b = {2, 20, 200, 2000};
float x = 14;
return smoothstep(a, b, x);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 0.352, 0, 0) 1
[pixel shader]
float4 main() : sv_target
{
float2 a = {1, 10};
float3 b = {2, 20, 200};
float4 x = {1.4, 14, 140, 1400};
float2 res = smoothstep(a, b, x);
return float4(res, 0, 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.352, 0.352, 0, 0) 1
[pixel shader]
float4 main() : sv_target
{
float3 a = {1, 10, 100};
float2 b = {2, 20};
float4 x = {1.4, 14, 140, 1400};
float2 res = smoothstep(a, b, x);
return float4(res, 0, 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.352, 0.352, 0, 0) 1
[pixel shader]
float4 main() : sv_target
{
float4 a = {1, 10, 100, 1000};
float4 b = {2, 20, 200, 2000};
float2 x = {14, 140};
float2 res = smoothstep(a, b, x);
return float4(res, 0, 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 1.0, 0, 0) 1
[pixel shader]
float4 main() : sv_target
{
float2x3 a = {1, 1, 1, 1, 1, 1};
float3x2 b = {2, 2, 2, 2, 2, 2};
float4x2 x = {1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8};
float2x2 r = smoothstep(a, b, x);
return r;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.028, 0.104, 0.216, 0.352) 6
[pixel shader todo(sm<4)]
// 4 division by zero warnings.
// Only test compilation because result is implementation-dependent.
float4 main() : sv_target
{
float4 a = {0, 0, 0, 0};
float4 b = {-1, -1, 0, 0};
float4 x = {0, -0.25, 0, 1};
return smoothstep(a, b, x);
}
[pixel shader]
float4 main() : sv_target
{
float4x1 a = {0.0, 0.0, 0.0, 0.0};
float b = 1.0;
float3x1 x = {0.5, 0.5, 0.5};
float3x1 r = smoothstep(a, b, x);
return float4(r, 0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.0)
[pixel shader]
float4 main() : sv_target
{
float4x1 a = {0.0, 0.0, 0.0, 0.0};
float2x2 b = {1.0, 1.0, 1.0, 1.0};
float3x1 x = {0.5, 0.5, 0.5};
float2x1 r = smoothstep(a, b, x);
return float4(r, r);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader fail]
float4 main() : sv_target
{
float2x2 a = {0.0, 0.0, 0.0, 0.0};
float4 b = 1.0;
float2x2 x = {0.5, 0.5, 0.5, 0.5};
smoothstep(a, b, x);
return 0;
}