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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).
		
			
				
	
	
		
			56 lines
		
	
	
		
			939 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			56 lines
		
	
	
		
			939 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader]
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| float4 main() : sv_target
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| {
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|     return ceil(float4(-0.5, 6.5, 7.5, 3.4));
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| }
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| 
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| [test]
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| todo(glsl) draw quad
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| probe (0, 0) rgba (0.0, 7.0, 8.0, 4.0) 4
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| 
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| [pixel shader]
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     return ceil(u);
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| }
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| 
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| [test]
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| uniform 0 float4 -0.5 6.5 7.5 3.4
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| todo(glsl) draw quad
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| probe (0, 0) rgba (0.0, 7.0, 8.0, 4.0) 4
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| 
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| [pixel shader]
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     float a = ceil(u.r);
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|     int2 b = ceil(u.gb);
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|     float4 res = float4(b, a, u.a);
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|     return ceil(res);
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| }
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| 
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| [test]
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| uniform 0 float4 -0.5 6.5 7.5 3.4
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| todo(glsl) draw quad
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| probe (0, 0) rgba (7.0, 8.0, 0.0, 4.0) 4
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| 
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| [pixel shader]
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| uniform int4 u;
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| 
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| float4 main() : sv_target
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| {
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|     float a = ceil(u.r);
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|     int2 b = ceil(u.gb);
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|     float4 res = float4(b, a, u.a);
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|     return ceil(res);
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| }
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| 
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| [test]
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| if(sm<4)  uniform 0 float4 -1 6 7 3
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| if(sm>=4) uniform 0 int4 -1 6 7 3
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| todo(glsl) draw quad
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| probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0) 4
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