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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).
		
			
				
	
	
		
			103 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader todo(sm<4)]
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| uniform float f;
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| 
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| float4 main() : sv_target
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| {
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|     return sign(f);
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| }
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| 
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| [test]
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| uniform 0 float4 1.0 0.0 0.0 0.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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| uniform 0 float4 -1.0 0.0 0.0 0.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
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| uniform 0 float4 0.0 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, 0.0, 0.0)
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| 
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| 
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| [pixel shader todo(sm<4)]
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| uniform float4 f;
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| 
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| float4 main() : sv_target
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| {
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|     return sign(f);
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| }
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| 
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| [test]
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| uniform 0 float4 1.0 2.0 3.0 4.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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| 
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| 
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| [pixel shader todo(sm<4)]
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| uniform float2x2 f;
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| 
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| float4 main() : sv_target
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| {
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|     return sign(f);
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| }
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| 
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| [test]
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| uniform 0 float4 1.0 2.0 0.0 0.0
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| uniform 4 float4 3.0 4.0 0.0 0.0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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| 
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| 
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| [pixel shader todo(sm<4)]
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| uniform int f;
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| 
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| float4 main() : sv_target
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| {
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|     return sign(f);
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| }
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| 
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| [test]
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| if(sm<4) uniform 0 float4 1 0 0 0
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| if(sm>=4) uniform 0 int4 1 0 0 0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (1, 1, 1, 1)
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| if(sm<4) uniform 0 float4 -1 0 0 0
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| if(sm>=4) uniform 0 int4 -1 0 0 0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (-1, -1, -1, -1)
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| if(sm<4) uniform 0 float4 0 0 0 0
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| if(sm>=4) uniform 0 int4 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)
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| 
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| 
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| [pixel shader todo(sm<4)]
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| uniform int4 f;
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| 
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| float4 main() : sv_target
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| {
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|     return sign(f);
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| }
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| 
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| [test]
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| if(sm<4) uniform 0 float4 1 2 3 4
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| if(sm>=4) uniform 0 int4 1 2 3 4
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (1, 1, 1, 1)
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| 
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| 
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| [pixel shader todo(sm<4)]
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| uniform int2x2 f;
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| 
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| float4 main() : sv_target
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| {
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|     return sign(f);
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| }
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| 
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| [test]
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| if(sm<4) uniform 0 float4 1 2 0 0
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| if(sm<4) uniform 4 float4 3 4 0 0
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| if(sm>=4) uniform 0 int4 1 2 0 0
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| if(sm>=4) uniform 4 int4 3 4 0 0
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| todo(sm<4 | glsl) draw quad
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| probe (0, 0) rgba (1, 1, 1, 1)
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