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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).
47 lines
875 B
Plaintext
47 lines
875 B
Plaintext
[pixel shader fail(sm>=6)]
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void sub2(in uniform float4 i, out float4 o)
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{
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o = i;
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}
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void sub(float a, uniform float b, in float c, uniform in float d, out float4 o)
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{
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sub2(float4(a, b, c, d), o);
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}
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void main(in uniform float4 a, uniform float4 b, out float4 o : sv_target)
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{
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sub(a.x, b.x, 0.3, 0.4, o);
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}
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[test]
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uniform 0 float4 0.1 0.0 0.0 0.0
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uniform 4 float4 0.2 0.0 0.0 0.0
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todo(sm>=6 | glsl) draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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[pixel shader]
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uniform float4 a;
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uniform float4 b;
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void sub2(in float4 i, out float4 o)
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{
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o = i;
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}
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void sub(float a, float b, in float c, in float d, out float4 o)
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{
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sub2(float4(a, b, c, d), o);
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}
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void main(out float4 o : sv_target)
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{
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sub(a.x, b.x, 0.3, 0.4, o);
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}
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[test]
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uniform 0 float4 0.1 0.0 0.0 0.0
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uniform 4 float4 0.2 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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