vkd3d/tests/hlsl/object-field-offsets.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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[require]
shader model >= 5.0
[pixel shader]
struct apple {
float2 a;
Texture2D tex;
sampler sam;
float b;
};
uniform apple ap;
float4 main() : sv_target
{
return float4(ap.a, ap.b, 0);
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 0.0)
[pixel shader]
struct apple {
Texture2D tex;
sampler sam;
};
struct banana {
float2 a;
apple ap;
float b;
};
uniform banana ba;
float4 main() : sv_target
{
return float4(ba.a, ba.b, 0);
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 5.0, 0.0)
[pixel shader]
struct apple {
float2 a;
Texture2D tex[2];
float b;
};
uniform apple ap;
float4 main() : sv_target
{
return float4(ap.a, ap.b, 0);
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 5.0, 0.0)