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				https://gitlab.winehq.org/wine/vkd3d.git
				synced 2025-09-12 18:50:22 -07:00 
			
		
		
		
	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
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			116 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader]
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| uniform float2 u;
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| 
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| float4 main() : sv_target
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| {
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|     return float4(max(u.x, u.y), max(2, 2.1), max(true, 2), max(-1, -1));
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| }
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| 
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| [test]
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| uniform 0 float4 0.7 -0.1 0.0 0.0
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| todo(glsl) draw quad
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| probe (0, 0) rgba (0.7, 2.1, 2.0, -1.0)
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| 
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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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|     float3 a = float3(-0.1, 0.2, 0.3);
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| 
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|     return float4(max(u.xy, u.zw), max(a, u.xy));
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| }
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| 
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| [test]
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| uniform 0 float4 0.7 -0.1 0.4 0.8
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| todo(glsl) draw quad
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| probe (0, 0) rgba (0.7, 0.8, 0.7, 0.2)
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| 
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| 
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| [pixel shader]
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| float4 main() : sv_target
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| {
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|     float2x3 a = {1, 2, 3, 4, 5, 6};
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|     float3x2 b = {6, 5, 4, 3, 2, 1};
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| 
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|     float2x2 r = max(a, b);
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|     return float4(r);
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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 (6.0, 5.0, 4.0, 5.0)
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| 
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| 
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| [pixel shader fail]
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| float4 main() : sv_target
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| {
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|     float2x2 a = {1, 2, 3, 4};
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|     float4 b = {4, 3, 2, 1};
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| 
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|     max(a, b);
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|     return 0;
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| }
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| 
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| 
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| [pixel shader]
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| uniform float2 u;
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| 
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| float4 main() : sv_target
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| {
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|     return float4(min(u.x, u.y), min(2, 2.1), min(true, 2), min(-1, -2));
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| }
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| 
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| [test]
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| uniform 0 float4 0.7 -0.1 0.0 0.0
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| todo(glsl) draw quad
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| probe (0, 0) rgba (-0.1, 2.0, 1.0, -2.0)
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| 
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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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|     float3 a = float3(-0.2, 0.2, 0.3);
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| 
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|     return float4(min(u.xy, u.zw), min(a, u.xy));
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| }
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| 
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| [test]
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| uniform 0 float4 0.7 -0.1 0.4 0.8
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| todo(glsl) draw quad
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| probe (0, 0) rgba (0.4, -0.1, -0.2, -0.1)
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| 
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| 
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| [require]
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| shader model >= 4.0
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| 
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| [pixel shader]
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| uniform uint2 u;
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| 
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| uint4 main() : sv_target
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| {
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|     return uint4(max(u.x, u.y), min(true, u.y), max(1, 2), min(1, 2));
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| }
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| 
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| [test]
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| uniform 0 uint4 1 2 0 0
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| todo(glsl) draw quad
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| probe (0, 0) rgbaui (2, 1, 2, 1)
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| 
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| 
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| [pixel shader todo]
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| uniform int2 u;
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| 
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| int4 main() : sv_target
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| {
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|     return int4(max(u.x, u.y), min(u.x, u.y), max(-true, -2), min(-1, -2));
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| }
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| 
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| [test]
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| uniform 0 int4 -1 -2 0 0
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| todo(sm<6) draw quad
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| probe (0, 0) rgbai (-1, -2, -1, -2)
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