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	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).
		
			
				
	
	
		
			64 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [require]
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| shader model >= 4.0
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| 
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| [pixel shader]
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| uniform float4 f;
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| 
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| float4 main() : sv_target
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| {
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|     return all(f);
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| }
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| 
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| [test]
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| uniform 0 float4 -1.1 1.6 1.3 0.5
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| todo(glsl) draw quad
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| probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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| 
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| [test]
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| uniform 0 float4 0.0 1.6 1.3 0.5
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| todo(glsl) draw quad
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| probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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| 
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| [test]
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| uniform 0 float4 1.0 0.0 1.3 0.5
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| todo(glsl) draw quad
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| probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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| 
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| [pixel shader]
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| uniform float f;
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| 
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| float4 main() : sv_target
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| {
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|     return all(f);
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| }
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| 
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| [test]
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| uniform 0 float4 1.0 0.0 0.0 0.0
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| todo(glsl) draw quad
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| probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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| 
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| [test]
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| uniform 0 float4 0.0 0.0 0.0 0.0
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| todo(glsl) draw quad
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| probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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| 
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| [pixel shader]
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| uniform float2x2 f;
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| 
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| float4 main() : sv_target
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| {
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|     return all(f);
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| }
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| 
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| [test]
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| uniform 0 float4 1.0 2.0 0.0 0.0
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| uniform 4 float4 3.0 4.0 0.0 0.0
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| todo(glsl) draw quad
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| probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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| 
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| [test]
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| uniform 0 float4 1.0 2.0 0.0 0.0
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| uniform 4 float4 0.0 4.0 0.0 0.0
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| todo(glsl) draw quad
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| probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
 |