vkd3d/tests/hlsl/array-parameters.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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[pixel shader]
float fun(float a[2])
{
return 10 * a[0] + a[1];
}
float4 main() : sv_target
{
float f[2] = {2, 5};
return fun(f);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (25.0, 25.0, 25.0, 25.0)
[pixel shader fail]
float fun(float a[2])
{
return 0;
}
float4 main() : sv_target
{
int f[2] = {2, 5};
return fun(f);
}
[pixel shader fail]
float fun(float a[1])
{
return 0;
}
float4 main() : sv_target
{
float f = 4;
return fun(f);
}
[pixel shader fail]
float fun(int a[2])
{
return 0;
}
float4 main() : sv_target
{
float f[2] = {1, 2};
return fun(f);
}
[pixel shader]
float4 fun(float a[2][4])
{
float4 res;
res.x = 10 * a[0][0] + a[1][0];
res.y = 10 * a[0][1] + a[1][1];
res.z = 10 * a[0][2] + a[1][2];
res.w = 10 * a[0][3] + a[1][3];
return res;
}
float4 main() : sv_target
{
float f[2][4] = {1, 2, 3, 4, 5, 6, 7, 8};
return fun(f);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (15.0, 26.0, 37.0, 48.0)
[pixel shader fail]
float fun(float a[2])
{
return a[2]; // out of bounds.
}
float4 main() : sv_target
{
float f[2] = {1, 2};
return fun(f);
}
[pixel shader fail]
float fun(float a[2])
{
return 0;
}
float4 main() : sv_target
{
float f[3] = {1, 2, 3};
return fun(f);
}
% Implicit size arrays are not allowed.
[pixel shader fail(sm<6)]
float fun(float a[])
{
return 0;
}
float4 main() : sv_target
{
float f[2] = {1, 2};
return fun(f);
}
[pixel shader fail]
float4 fun(float a[4])
{
return 0;
}
float4 main() : sv_target
{
float4 v = {1, 2, 3, 4};
return fun(v);
}
% Arrays with the same number of components are allowed.
[pixel shader]
float fun(float a[2][3])
{
return 100*a[0][0] + 10*a[0][2] + a[1][2];
}
float4 main() : sv_target
{
float f[3][2] = {1, 2, 3, 4, 5, 6};
return fun(f);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (136.0, 136.0, 136.0, 136.0)
[pixel shader]
float fun(float a[2][3])
{
return 100*a[0][0] + 10*a[1][0] + a[1][2];
}
float4 main() : sv_target
{
float f[6] = {7, 8, 9, 0, 1, 2};
return fun(f);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (702.0, 702.0, 702.0, 702.0)