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				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).
		
			
				
	
	
		
			102 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			102 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader]
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| uniform float4 i;
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| uniform float4 n;
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| 
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| float4 main() : sv_target
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| {
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|     return reflect(i, n);
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| }
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| 
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| [test]
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| uniform 0 float4 0.5 -0.1 0.2 0.3
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| uniform 4 float4 0.6 0.4 -0.3 1.0
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| todo(glsl) draw quad
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| probe (0, 0) rgba (-0.1, -0.5, 0.5, -0.7) 4
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| 
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| [pixel shader]
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| uniform float4 i;
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| uniform float4 n;
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| 
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| float4 main() : sv_target
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| {
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|     float i1 = i.x;
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| 
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|     return reflect(i1, n);
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| }
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| 
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| [test]
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| uniform 0 float4 0.5 0.0 0.0 0.0
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| uniform 4 float4 0.6 0.4 -0.3 1.0
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| todo(glsl) draw quad
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| probe (0, 0) rgba (-0.52, -0.18, 1.01, -1.2) 4
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| 
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| [pixel shader]
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| uniform float4 i;
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| uniform float4 n;
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| 
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| float4 main() : sv_target
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| {
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|     float n1 = n.x;
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| 
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|     return reflect(i, n1);
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| }
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| 
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| [test]
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| uniform 0 float4 0.5 -0.1 0.2 0.3
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| uniform 4 float4 0.6 0.0 0.0 0.0
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| todo(glsl) draw quad
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| probe (0, 0) rgba (-0.148, -0.748, -0.448, -0.348) 4
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| 
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| [pixel shader]
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| uniform float4 i;
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| uniform float4 n;
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| 
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| float4 main() : sv_target
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| {
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|     float i1 = i.x;
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|     float n1 = n.x;
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| 
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|     return reflect(i1, n1);
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| }
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| 
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| [test]
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| uniform 0 float4 0.5 0.0 0.0 0.0
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| uniform 4 float4 0.6 0.0 0.0 0.0
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| todo(glsl) draw quad
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| probe (0, 0) rgba (0.14, 0.14, 0.14, 0.14) 4
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| 
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| [pixel shader]
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| uniform float4 i;
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| uniform float4 n;
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| 
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| float4 main() : sv_target
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| {
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|     float2 i1 = i.xy;
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| 
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|     return float4(reflect(i1, n), 0.0, 0.0);
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| }
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| 
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| [test]
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| uniform 0 float4 0.5 -0.1 0.0 0.0
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| uniform 4 float4 0.6 0.4 -0.3 1.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.188, -0.308, 0.0, 0.0) 4
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| 
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| [pixel shader]
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| uniform float4 i;
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| uniform float4 n;
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| 
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| float4 main() : sv_target
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| {
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|     float3 i1 = i.xyz;
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|     float2 n1 = n.xy;
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| 
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|     return float4(reflect(i1, n1), 0.0, 0.0);
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| }
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| 
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| [test]
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| uniform 0 float4 0.5 -0.1 0.2 0.0
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| uniform 4 float4 0.6 0.4 0.0 0.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.188, -0.308, 0.0, 0.0) 4
 |