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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).
		
			
				
	
	
		
			73 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [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, 2, 2)
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| levels 2
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| 
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| 1.0 0.0 1.0 0.0     1.0 0.0 1.0 0.0
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| 1.0 0.0 1.0 0.0     1.0 0.0 1.0 0.0
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| 
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| 0.0 0.0 1.0 0.0
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| 
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| [vertex shader]
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| void main(float4 pos : position, out float2 tex : texcoord, out float4 out_pos : sv_position)
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| {
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|     tex = pos.xy;
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|     out_pos = pos;
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| }
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| 
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| [pixel shader todo(sm<4)]
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| sampler s;
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| Texture2D t;
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| uniform float bias;
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| 
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| float4 main(float2 coord : texcoord) : sv_target
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| {
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|     /* Choice of initial mipmap level is hardware-dependent, and in practice
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|      * varies too much to be reasonably covered by ULPS. Quantize instead. */
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|     return floor(t.SampleBias(s, coord, bias) * 10);
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| }
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| 
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| [test]
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| uniform 0 float4 6.5 0.0 0.0 0.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (10.0, 0.0, 10.0, 0.0)
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| 
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| uniform 0 float4 7.5 0.0 0.0 0.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (4.0, 0.0, 10.0, 0.0)
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| 
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| uniform 0 float4 8.5 0.0 0.0 0.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (0.0, 0.0, 10.0, 0.0)
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| 
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| [require]
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| shader model >= 3.0
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| options: backcompat
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| 
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| [pixel shader fail(sm>=6)]
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| sampler s;
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| float bias;
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| 
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| float4 main(float2 coord : texcoord) : sv_target
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| {
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|     /* Choice of initial mipmap level is hardware-dependent, and in practice
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|      * varies too much to be reasonably covered by ULPS. Quantize instead. */
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|     return floor(tex2Dbias(s, float4(coord, 0, bias)) * 10);
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| }
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| 
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| [test]
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| uniform 0 float4 6.5 0.0 0.0 0.0
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| todo(glsl) draw quad
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| probe (0, 0) rgba (10.0, 0.0, 10.0, 0.0)
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| 
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| uniform 0 float4 7.5 0.0 0.0 0.0
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| todo(glsl) draw quad
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| todo(sm<4) probe (0,0) rgba (4.0, 0.0, 10.0, 0.0)
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| 
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| uniform 0 float4 8.5 0.0 0.0 0.0
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| todo(glsl) draw quad
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| todo(sm<4) probe (0,0) rgba (0.0, 0.0, 10.0, 0.0)
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