mirror of
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).
117 lines
1.8 KiB
Plaintext
117 lines
1.8 KiB
Plaintext
[pixel shader]
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float s;
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float4 main() : sv_target
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{
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return determinant(s);
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}
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[test]
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uniform 0 float4 9.0 2.0 3.0 4.0
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todo(glsl) draw quad
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probe (0, 0) rgba (9.0, 9.0, 9.0, 9.0)
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[pixel shader]
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float1x1 m;
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float4 main() : sv_target
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{
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return determinant(m);
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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(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float2x2 m;
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float4 main() : sv_target
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{
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return determinant(m);
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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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uniform 4 float4 5.0 6.0 7.0 8.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-4.0, -4.0, -4.0, -4.0)
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[pixel shader]
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float2x1 m;
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float4 main() : sv_target
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{
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return determinant(m);
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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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uniform 4 float4 5.0 6.0 7.0 8.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader]
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float3x3 m;
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float4 main() : sv_target
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{
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return determinant(m);
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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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uniform 4 float4 5.0 -6.0 7.0 8.0
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uniform 8 float4 9.0 10.0 11.0 12.0
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todo(glsl) draw quad
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probe (0, 0) rgba (192.0, 192.0, 192.0, 192.0)
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[pixel shader]
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float4x4 m;
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float4 main() : sv_target
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{
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return determinant(m);
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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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uniform 4 float4 5.0 6.0 -7.0 8.0
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uniform 8 float4 9.0 10.0 11.0 12.0
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uniform 12 float4 13.0 14.0 15.0 16.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-672.0, -672.0, -672.0, -672.0)
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[pixel shader]
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float3x4 m;
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float4 main() : sv_target
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{
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return determinant(m);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 0.0
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uniform 4 float4 5.0 -6.0 7.0 0.0
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uniform 8 float4 9.0 10.0 11.0 0.0
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uniform 12 float4 0.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (192.0, 192.0, 192.0, 192.0)
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[pixel shader fail]
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float1 v;
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float4 main() : sv_target
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{
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return determinant(v);
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}
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[pixel shader fail]
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float2 v;
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float4 main() : sv_target
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{
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return determinant(v);
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}
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