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				https://gitlab.winehq.org/wine/vkd3d.git
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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).
		
			
				
	
	
		
			116 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			116 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [require]
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| shader model >= 4.1
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| 
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| 
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| [sampler 0]
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| filter linear linear linear
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| address clamp clamp clamp
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| 
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| [srv 0]
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| size (2d, 3, 3)
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| 0.0 0.0 0.0 0.4     0.1 0.0 0.5 0.0     0.2 0.0 0.0 0.4
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| 0.0 0.1 0.5 0.0     0.1 0.1 0.0 0.4     0.2 0.1 0.5 0.0
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| 0.0 0.2 0.0 0.4     0.1 0.2 0.5 0.0     0.2 0.2 0.0 0.4
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| 
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| 
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| [pixel shader]
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| sampler s;
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| Texture2D t;
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| 
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| float4 main() : sv_target
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| {
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|     return t.Gather(s, float2(0.2, 0.2));
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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, 0.1, 0.1, 0.0)
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| 
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| 
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| [pixel shader]
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| sampler s;
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| Texture2D t;
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| 
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| float4 main() : sv_target
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| {
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|     return t.GatherRed(s, float2(0.6, 0.6), int2(0, 0));
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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 (0.1, 0.2, 0.2, 0.1)
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| 
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| 
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| [require]
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| shader model >= 5.0
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| 
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| 
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| [pixel shader]
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| SamplerState s;
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| Texture2D t;
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| 
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| float4 main() : sv_target
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| {
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|     return t.GatherGreen(s, float2(0.2, 0.2), int2(0, 0));
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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 (0.1, 0.1, 0.0, 0.0)
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| 
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| 
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| [pixel shader]
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| SamplerState s;
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| Texture2D t;
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| 
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| float4 main() : sv_target
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| {
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|     return t.GatherGreen(s, float2(0.8, 0.8));
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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 (0.2, 0.2, 0.1, 0.1)
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| 
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| 
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| [pixel shader todo]
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| SamplerState s;
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| Texture2D t;
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| 
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| float4 main() : sv_target
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| {
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|     return t.GatherGreen(s, float2(0.2, 0.2), int2(0, 0), int2(0, 0), int2(0, 0), int2(0, 0));
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| }
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| 
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| [test]
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| todo(sm<6) draw quad
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| probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0)
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| 
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| 
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| [pixel shader]
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| SamplerState s;
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| Texture2D t;
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| 
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| float4 main() : sv_target
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| {
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|     return t.GatherBlue(s, float2(0.2, 0.8), int2(0, 0));
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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, 0.5, 0.0, 0.5)
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| 
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| 
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| [pixel shader]
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| SamplerState s;
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| Texture2D t;
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| 
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| float4 main() : sv_target
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| {
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|     return t.GatherAlpha(s, float2(0.2, 0.8), int2(0, 0));
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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 (0.4, 0.0, 0.4, 0.0)
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