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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).
		
			
				
	
	
		
			54 lines
		
	
	
		
			873 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			54 lines
		
	
	
		
			873 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [require]
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| shader model >= 4.0
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| 
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| [input layout]
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| 0 r32g32b32a32 uint apple
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| 0 r32g32 int sv_position
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| 
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| [vb 0]
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| format r32 uint
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| 0 1 0x80000000 0xffffffff   -2 -2
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| 0 1 0x80000000 0xffffffff   -2  2
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| 0 1 0x80000000 0xffffffff    2 -2
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| 0 1 0x80000000 0xffffffff    2  2
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| 
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| [vertex shader]
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| 
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| struct input
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| {
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|     bool4 apple : apple;
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|     int4 pos : sv_position;
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| };
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| 
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| struct output
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| {
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|     bool4 apple : apple;
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|     int4 fapple : apple1;
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|     float4 pos : sv_position;
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| };
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| 
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| void main(in struct input i, out struct output o, uint id : SV_VertexID)
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| {
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|     o.apple = i.apple;
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|     o.fapple = i.apple;
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|     o.pos = i.pos;
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| }
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| 
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| [pixel shader]
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| 
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| struct input
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| {
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|     bool4 apple : apple;
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|     int4 fapple : apple1;
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|     float4 pos : sv_position;
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| };
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| 
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| float4 main(struct input i) : sv_target
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| {
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|     return i.apple + i.fapple;
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| }
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| 
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| [test]
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| todo(glsl) draw triangle strip 4
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| probe (0, 0, 640, 480) rgba (0.0, 2.0, 2.0, 2.0)
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