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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
d3ba810c98
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).
89 lines
2.6 KiB
Plaintext
89 lines
2.6 KiB
Plaintext
[require]
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shader model >= 4.1
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[srv 0]
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size (2d, 4, 4)
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levels 3
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0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5
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0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5
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0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5
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0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5
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0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5
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0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5
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0.5 0.5 0.5 0.5
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[pixel shader todo]
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sampler s;
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Texture2D t;
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float4 main(float4 pos : sv_position) : sv_target
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{
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return float4(t.CalculateLevelOfDetail(s, pos.xy),
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t.CalculateLevelOfDetail(s, float2(0.5 * pos.x, 0.5 * pos.y)),
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t.CalculateLevelOfDetail(s, float2(0.25 * pos.x, 0.25 * pos.y)),
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floor(10.0 * t.CalculateLevelOfDetail(s, float2(0.1 * pos.x, 0.7 * pos.y))));
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0, 640, 480) rgba (2.0, 1.0, 0.0, 14.0)
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[pixel shader todo]
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sampler s;
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Texture2D t;
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float4 main(float4 pos : sv_position) : sv_target
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{
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return float4(t.CalculateLevelOfDetail(s, float2(3.0 * pos.x, 5.0 * pos.y)),
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t.CalculateLevelOfDetail(s, float2(10.0 * pos.x, 10.0 * pos.y)),
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t.CalculateLevelOfDetail(s, float2(0.1 * pos.x, 0.02 * pos.y)),
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t.CalculateLevelOfDetail(s, float2(0.01 * pos.x, 0.01 * pos.y)));
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0, 640, 480) rgba (2.0, 2.0, 0.0, 0.0)
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[pixel shader todo]
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sampler s;
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Texture2D t;
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float4 main(float4 pos : sv_position) : sv_target
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{
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return float4(t.CalculateLevelOfDetailUnclamped(s, pos.xy),
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t.CalculateLevelOfDetailUnclamped(s, float2(0.5 * pos.x, 0.5 * pos.y)),
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t.CalculateLevelOfDetailUnclamped(s, float2(0.25 * pos.x, 0.25 * pos.y)),
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floor(10.0 * t.CalculateLevelOfDetailUnclamped(s, float2(0.1 * pos.x, 0.7 * pos.y))));
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0, 640, 480) rgba (2.0, 1.0, 0.0, 14.0)
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[pixel shader todo]
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sampler s;
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Texture2D t;
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float4 main(float4 pos : sv_position) : sv_target
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{
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return float4(floor(10.0 * t.CalculateLevelOfDetailUnclamped(s, float2(3.0 * pos.x, 6.0 * pos.y))),
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floor(10.0 * t.CalculateLevelOfDetailUnclamped(s, float2(8.0 * pos.x, 8.0 * pos.y))),
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floor(10.0 * t.CalculateLevelOfDetailUnclamped(s, float2(0.1 * pos.x, 0.02 * pos.y))),
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floor(10.0 * t.CalculateLevelOfDetailUnclamped(s, float2(0.01 * pos.x, 0.01 * pos.y))));
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0, 640, 480) rgba (45.0, 50.0, -14.0, -47.0)
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