Files
vkd3d/tests/hlsl/register-reservations-space.shader_test
Elizabeth Figura d3ba810c98 tests: Stop probing all pixels when drawing a uniform colour.
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).
2024-06-13 23:55:31 +02:00

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% Tests for register space reservation syntax. We don't bother testing register
% space here, since it's specific to d3d12 and would require reworking a lot of
% the shader test code.
[require]
shader model >= 5.1
[srv 0]
size (2d, 1, 1)
0.0 0.0 0.0 99.0
[srv 1]
size (2d, 1, 1)
1.0 1.0 1.0 99.0
[srv 2]
size (2d, 1, 1)
2.0 2.0 2.0 99.0
[pixel shader]
Texture2D tex1 : register(t1, space0);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1, 1, 1, 99)
[pixel shader fail(sm>=6)]
Texture2D tex1 : register(t1, sPaCe0);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1, 1, 1, 99)
[pixel shader fail todo]
Texture2D tex1 : register(space0, t1);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[pixel shader fail(sm<6)]
Texture2D tex1 : register(ps, space0);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
draw quad
probe (0, 0) rgba (0, 0, 0, 99)
[pixel shader fail(sm<6)]
Texture2D tex1 : register(space0);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
draw quad
probe (0, 0) rgba (0, 0, 0, 99)
% Specifying a profile is just broken. The first reservation (or, with sm6, the
% last) is taken regardless of whether it actually matches the current profile.
[pixel shader todo]
Texture2D tex1 : register(vs, t1, space0) : register(ps, t2, space0);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(sm<6) draw quad
if(sm>=6) probe (0,0) rgba (2, 2, 2, 99)
if(sm<6) probe (0,0) rgba (1, 1, 1, 99)
% This actually inheres to 5.1+; it doesn't matter whether "space" is specified.
[pixel shader todo]
Texture2D tex1 : register(vs, t1) : register(ps, t2);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(sm<6) draw quad
if(sm>=6) probe (0,0) rgba (2, 2, 2, 99)
if(sm<6) probe (0,0) rgba (1, 1, 1, 99)
% It's still illegal to specify multiple contradictory reservations with the
% same profile...
[pixel shader fail todo]
Texture2D tex1 : register(vs, t1) : register(vs, t2);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
% ...but it's not illegal to specify e.g. ps alongside ps_5_1.
[pixel shader todo]
Texture2D tex1 : register(ps, t1) : register(ps_5_1, t2);
float4 main() : sv_target
{
return tex1.Load(int3(0, 0, 0));
}
[test]
todo(sm<6) draw quad
if(sm>=6) probe (0,0) rgba (2, 2, 2, 99)
if(sm<6) probe (0,0) rgba (1, 1, 1, 99)
% Test conflicts.
[pixel shader fail]
Texture2D t : register(t1, space1);
Texture2D t2 : register(t1, space1);
float4 main() : sv_target
{
return t.Load(0) + t2.Load(0);
}
[pixel shader fail]
cbuffer a : register(b1, space1)
{
float4 f;
}
cbuffer a : register(b1, space1)
{
float4 g;
}
float4 main() : sv_target
{
return f + g;
}