vkd3d/tests/hlsl/tessellation.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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[require]
shader model >= 5.0
[vertex shader]
struct data
{
float4 position : SV_Position;
float r : RED;
float g : GREEN;
float b : BLUE;
};
void main(uint id : SV_VertexID, out data output)
{
float2 coords = float2((id << 1) & 2, id & 2);
output.position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
output.r = 0.0;
output.g = 1.0;
output.b = 0.0;
}
[hull shader todo]
struct data
{
float4 position : SV_Position;
float r : RED;
float g : GREEN;
float b : BLUE;
};
struct patch_constant_data
{
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
void patch_constant(InputPatch<data, 3> input, out patch_constant_data output)
{
output.edges[0] = output.edges[1] = output.edges[2] = 1.0f;
output.inside = 1.0f;
}
[domain("tri")]
[outputcontrolpoints(3)]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[patchconstantfunc("patch_constant")]
data main(InputPatch<data, 3> input, uint i : SV_OutputControlPointID)
{
return input[i];
}
[domain shader todo]
struct data
{
float4 position : SV_Position;
float r : RED;
float g : GREEN;
float b : BLUE;
};
struct patch_constant_data
{
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
[domain("tri")]
void main(patch_constant_data input,
float3 tess_coord : SV_DomainLocation,
const OutputPatch<data, 3> patch,
out data output)
{
output.position = tess_coord.x * patch[0].position
+ tess_coord.y * patch[1].position
+ tess_coord.z * patch[2].position;
output.r = tess_coord.x * patch[0].r + tess_coord.y * patch[1].r + tess_coord.z * patch[2].r;
output.g = tess_coord.x * patch[0].g + tess_coord.y * patch[1].g + tess_coord.z * patch[2].g;
output.b = tess_coord.x * patch[0].b + tess_coord.y * patch[1].b + tess_coord.z * patch[2].b;
}
[pixel shader]
struct data
{
float4 position : SV_Position;
float r : RED;
float g : GREEN;
float b : BLUE;
};
float4 main(data input) : sv_target
{
return float4(input.r, input.g, input.b, 1.0);
}
[test]
todo(sm<6) draw 3 control point patch list 3
probe (0, 0, 640, 480) rgba (0.0, 1.0, 0.0, 1.0)