vkd3d/tests/hlsl/sample-level.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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[require]
shader model >= 3.0
[sampler 0]
filter linear linear linear
address clamp clamp clamp
[srv 0]
size (2d, 2, 2)
levels 2
1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0
0.0 0.0 1.0 0.0
[pixel shader todo(sm<4)]
sampler s;
Texture2D t;
uniform float level;
float4 main() : sv_target
{
return t.SampleLevel(s, float2(0.5, 0.5), level);
}
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0)
uniform 0 float4 0.5 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.5, 0.0, 1.0, 0.0)
uniform 0 float4 1.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)
[require]
shader model >= 3.0
options: backcompat
[pixel shader todo(sm<4) fail(sm>=6)]
sampler s;
float level;
float4 main() : sv_target
{
return tex2Dlod(s, float4(0.5, 0.5, 0, level));
}
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0)
uniform 0 float4 0.5 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.5, 0.0, 1.0, 0.0)
uniform 0 float4 1.0 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)