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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).
17 lines
314 B
Plaintext
17 lines
314 B
Plaintext
% Use a uniform to prevent the compiler from optimizing.
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[pixel shader]
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uniform float i;
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float4 main() : SV_TARGET
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{
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float4 color = float4(0.5, 0.4, 0.3, 0.2);
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color.g = color[i];
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color.b = 0.8;
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return color;
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}
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[test]
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uniform 0 float 2
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todo(glsl) draw quad
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probe (0, 0) rgba (0.5, 0.3, 0.8, 0.2)
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