vkd3d/tests/hlsl/pow.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]
uniform float4 u;
float4 main() : sv_target
{
return float4(pow(u.y, 3), pow(u.xy, u.zw), pow(0.5, u.w));
}
[test]
uniform 0 float4 0.4 0.8 2.5 2.0
todo(glsl) draw quad
probe (0, 0) rgba (0.512, 0.101192884, 0.64, 0.25) 4
[pixel shader]
float4 main() : sv_target
{
float2x3 a = {1, 2, 3, 4, 5, 6};
float3x2 b = {6, 5, 4, 3, 2, 1};
float2x2 r = pow(a, b);
return float4(r);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 32.0, 256.0, 125.0) 2
[pixel shader fail]
float4 main() : sv_target
{
float2x2 a = {1, 2, 3, 4};
float4 b = {1, 2, 3, 4};
pow(a, b);
return 0;
}