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).
182 lines
3.0 KiB
Plaintext
182 lines
3.0 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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return float4(x == y, x != y, x < y, x <= y);
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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, 1.0, 1.0, 1.0)
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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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float zero = 0.0;
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return float4(x > y, x >= y, !x, !zero);
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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, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float zero = 0.0;
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float one = 1.0;
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return float4(zero && zero, zero && one, one && zero, one && one);
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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, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float zero = 0.0;
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float one = 1.0;
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return float4(zero || zero, zero || one, one || zero, one || one);
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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, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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return float4(x == y, x != y, x < y, x <= y);
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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, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int x = 5;
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int y = 15;
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int zero = 0;
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return float4(x > y, x >= y, !x, !zero);
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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, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero && zero, zero && one, one && zero, one && one);
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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, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int zero = 0;
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int one = 1;
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return float4(zero || zero, zero || one, one || zero, one || one);
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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, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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return float4(x == y, x != y, x < y, x <= y);
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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, 1.0, 1.0, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint x = 5;
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uint y = 15;
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uint zero = 0;
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return float4(x > y, x >= y, !x, !zero);
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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, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero && zero, zero && one, one && zero, one && one);
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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, 1.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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uint zero = 0;
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uint one = 1;
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return float4(zero || zero, zero || one, one || zero, one || one);
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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, 1.0, 1.0, 1.0)
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[pixel shader]
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int a, b;
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float4 main() : SV_TARGET
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{
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return float4(!(a && b), !!(a || b), !!!a, !(a < b));
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}
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[test]
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if(sm<4) uniform 0 float 5
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if(sm<4) uniform 4 float 0
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if(sm>=4) uniform 0 int 5
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if(sm>=4) uniform 1 int 0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.0, 0.0, 1.0)
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if(sm<4) uniform 0 float -1
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if(sm<4) uniform 4 float 3
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if(sm>=4) uniform 0 int -1
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if(sm>=4) uniform 1 int 3
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 1.0, 0.0, 0.0)
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