vkd3d/tests/hlsl/storage-qualifiers.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 fail(sm>=6)]
void sub2(in uniform float4 i, out float4 o)
{
o = i;
}
void sub(float a, uniform float b, in float c, uniform in float d, out float4 o)
{
sub2(float4(a, b, c, d), o);
}
void main(in uniform float4 a, uniform float4 b, out float4 o : sv_target)
{
sub(a.x, b.x, 0.3, 0.4, o);
}
[test]
uniform 0 float4 0.1 0.0 0.0 0.0
uniform 4 float4 0.2 0.0 0.0 0.0
todo(sm>=6 | glsl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader]
uniform float4 a;
uniform float4 b;
void sub2(in float4 i, out float4 o)
{
o = i;
}
void sub(float a, float b, in float c, in float d, out float4 o)
{
sub2(float4(a, b, c, d), o);
}
void main(out float4 o : sv_target)
{
sub(a.x, b.x, 0.3, 0.4, o);
}
[test]
uniform 0 float4 0.1 0.0 0.0 0.0
uniform 4 float4 0.2 0.0 0.0 0.0
todo(glsl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)