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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).
		
			
				
	
	
		
			82 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader]
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| float4 main() : SV_TARGET
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| {
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|     float x = 5.0;
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|     float y = 15.0;
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| 
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|     return float4(x + y, x - y, x * y, x / y);
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| }
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| 
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| [test]
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| todo(glsl) draw quad
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| probe (0, 0) rgba (20.0, -10.0, 75.0, 0.33333333)
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| 
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| [pixel shader]
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| float4 main() : SV_TARGET
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| {
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|     float x = 5.0;
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|     float y = 15.0;
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| 
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|     return float4(x % y, +x, -x, y / x);
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| }
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| 
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| [test]
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| todo(glsl) draw quad
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| probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
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| 
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| [pixel shader]
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| float4 main() : SV_TARGET
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| {
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|     float x = 42;
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|     float y = 5;
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| 
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|     return float4(x % y, -x % y, x % -y, -x % -y);
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| }
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| 
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| [test]
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| todo(glsl) draw quad
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| probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16
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| 
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| [pixel shader]
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| float4 main() : SV_TARGET
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| {
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|     float x = 45;
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|     float y = 5;
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| 
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|     return float4(x % y, -x % y, x % -y, -x % -y);
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| }
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| 
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| [test]
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| todo(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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| [pixel shader]
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| float4 main() : sv_target
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| {
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|     float4 x = {5.0, -42.1, 4.0, 45.0};
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|     float4 y = {15.0, -5.0, 4.1, 5.0};
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| 
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|     return x % y;
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| }
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| 
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| [test]
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| todo(glsl) draw quad
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| probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6
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| 
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| [require]
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| % Infinities are not allowed in SM1
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| shader model >= 4.0
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| 
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| [pixel shader]
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| float4 main() : SV_TARGET
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| {
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|     float x = 1;
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|     float y = 0;
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| 
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|     return x / y;
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| }
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| 
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| [test]
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| todo(glsl) draw quad
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| probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99)
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