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).
116 lines
1.8 KiB
Plaintext
116 lines
1.8 KiB
Plaintext
[pixel shader]
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uniform float2 u;
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float4 main() : sv_target
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{
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return float4(max(u.x, u.y), max(2, 2.1), max(true, 2), max(-1, -1));
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}
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[test]
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uniform 0 float4 0.7 -0.1 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (0.7, 2.1, 2.0, -1.0)
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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float3 a = float3(-0.1, 0.2, 0.3);
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return float4(max(u.xy, u.zw), max(a, u.xy));
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}
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[test]
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uniform 0 float4 0.7 -0.1 0.4 0.8
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todo(glsl) draw quad
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probe (0, 0) rgba (0.7, 0.8, 0.7, 0.2)
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[pixel shader]
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float4 main() : sv_target
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{
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float2x3 a = {1, 2, 3, 4, 5, 6};
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float3x2 b = {6, 5, 4, 3, 2, 1};
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float2x2 r = max(a, b);
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return float4(r);
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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 (6.0, 5.0, 4.0, 5.0)
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[pixel shader fail]
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float4 main() : sv_target
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{
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float2x2 a = {1, 2, 3, 4};
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float4 b = {4, 3, 2, 1};
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max(a, b);
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return 0;
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}
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[pixel shader]
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uniform float2 u;
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float4 main() : sv_target
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{
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return float4(min(u.x, u.y), min(2, 2.1), min(true, 2), min(-1, -2));
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}
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[test]
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uniform 0 float4 0.7 -0.1 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-0.1, 2.0, 1.0, -2.0)
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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float3 a = float3(-0.2, 0.2, 0.3);
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return float4(min(u.xy, u.zw), min(a, u.xy));
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}
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[test]
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uniform 0 float4 0.7 -0.1 0.4 0.8
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todo(glsl) draw quad
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probe (0, 0) rgba (0.4, -0.1, -0.2, -0.1)
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[require]
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shader model >= 4.0
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[pixel shader]
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uniform uint2 u;
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uint4 main() : sv_target
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{
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return uint4(max(u.x, u.y), min(true, u.y), max(1, 2), min(1, 2));
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}
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[test]
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uniform 0 uint4 1 2 0 0
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todo(glsl) draw quad
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probe (0, 0) rgbaui (2, 1, 2, 1)
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[pixel shader todo]
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uniform int2 u;
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int4 main() : sv_target
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{
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return int4(max(u.x, u.y), min(u.x, u.y), max(-true, -2), min(-1, -2));
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}
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[test]
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uniform 0 int4 -1 -2 0 0
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todo(sm<6) draw quad
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probe (0, 0) rgbai (-1, -2, -1, -2)
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