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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).
50 lines
934 B
Plaintext
50 lines
934 B
Plaintext
[pixel shader todo(sm<4)]
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uniform float4 u;
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float4 main() : sv_target
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{
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return trunc(u);
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}
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[test]
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uniform 0 float4 -0.5 6.5 7.5 3.4
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (0.0, 6.0, 7.0, 3.0)
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uniform 0 float4 -1.5 6.5 7.5 3.4
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (-1.0, 6.0, 7.0, 3.0)
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[pixel shader todo(sm<4)]
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uniform float4 u;
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float4 main() : sv_target
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{
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float a = trunc(u.r);
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int2 b = trunc(u.gb);
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float4 res = float4(b, a, u.a);
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return trunc(res);
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}
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[test]
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uniform 0 float4 -0.5 6.5 7.5 3.4
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (6.0, 7.0, 0.0, 3.0)
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[pixel shader todo(sm<4)]
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uniform int4 u;
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float4 main() : sv_target
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{
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float a = trunc(u.r);
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int2 b = trunc(u.gb);
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float4 res = float4(b, a, u.a);
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return trunc(res);
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}
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[test]
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if(sm<4) uniform 0 float4 -1 6 7 3
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if(sm>=4) uniform 0 int4 -1 6 7 3
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0)
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