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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
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).
87 lines
1.3 KiB
Plaintext
87 lines
1.3 KiB
Plaintext
[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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return lit(u.x, u.y, u.z);
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}
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[test]
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uniform 0 float4 -0.1 10.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 0.0, 0.0, 1.0)
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[test]
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uniform 0 float4 1.2 -0.1 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.2, 0.0, 1.0)
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[test]
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uniform 0 float4 1.2 2.0 3.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.2, 8.0, 1.0)
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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return lit(u.x, u.y, u.z) + lit(u.x, u.y, u.z);
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}
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[test]
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uniform 0 float4 1.2 2.0 3.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (2.0, 2.4, 16.0, 2.0)
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[pixel shader fail]
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uniform float4 u;
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float4 main() : sv_target
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{
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return lit(u.xy, u.y, u.z);
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}
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[pixel shader fail]
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uniform float4 u;
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float4 main() : sv_target
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{
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return lit(u.x, u.xy, u.z);
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}
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[pixel shader fail]
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uniform float4 u;
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float4 main() : sv_target
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{
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return lit(u.x, u.y, u.yz);
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}
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[pixel shader fail]
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uniform float4x4 m;
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uniform float4 u;
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float4 main() : sv_target
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{
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return lit(m, u.y, u.z);
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}
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[pixel shader fail]
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uniform float4x4 m;
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uniform float4 u;
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float4 main() : sv_target
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{
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return lit(u.x, m, u.z);
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}
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[pixel shader fail]
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uniform float4x4 m;
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uniform float4 u;
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float4 main() : sv_target
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{
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return lit(u.x, u.y, m);
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}
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