vkd3d/tests/hlsl/lerp.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 x;
uniform float4 y;
uniform float4 s;
float4 main() : SV_TARGET
{
return lerp(x, y, s);
}
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
uniform 4 float4 0.0 -10.0 10.0 100.0
uniform 8 float4 0.0 1.0 -1.0 0.75
todo(glsl) draw quad
probe (0, 0) rgba (2.0, -10.0, -2.0, 76.25)
[pixel shader]
uniform int4 x;
uniform int4 y;
uniform int4 s;
float4 main() : SV_TARGET
{
return lerp(x, y, s);
}
[test]
if(sm<4) uniform 0 float4 2 3 4 0
if(sm<4) uniform 4 float4 0 -10 10 1000000
if(sm<4) uniform 8 float4 0 1 -1 1000000
if(sm>=4) uniform 0 int4 2 3 4 0
if(sm>=4) uniform 4 int4 0 -10 10 1000000
if(sm>=4) uniform 8 int4 0 1 -1 1000000
todo(glsl) draw quad
probe (0, 0) rgba (2.0, -10.0, -2.0, 1e12) 4
[pixel shader]
float4 main() : sv_target
{
float3x2 a = {6, 5, 4, 3, 2, 1};
float2x3 b = {1, 2, 3, 4.2, 5.2, 6.2};
float3x4 c = 2.4;
float2x2 r = lerp(a, b, c);
return float4(r);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (-6.0, -2.2, 4.48, 8.28) 1
[pixel shader fail]
float4 main() : sv_target
{
float2x2 a = {0, 1, 2, 3};
float2x2 b = {1, 2, 3, 4};
float4 c = {0.5, 0.5, 0.5, 0.5};
lerp(a, b, c);
return 0;
}