vkd3d/tests/hlsl/swizzle-constant-prop.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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% The texel offset argument to Load() must resolve to a constant integer;
% make sure that we can do so.
[require]
shader model >= 4.0
[srv 0]
size (2d, 4, 4)
1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4
5 5 5 5 6 6 6 6 7 7 7 7 8 8 8 8
9 9 9 9 10 10 10 10 11 11 11 11 12 12 12 12
13 13 13 13 14 14 14 14 14 15 15 15 16 16 16 16
[pixel shader]
Texture2D tex;
uniform int i;
float4 main() : sv_target
{
int4 a = {1, 2, i, i};
return 100 * a + tex.Load(int3(0, 0, 0), a.xy);
}
[test]
uniform 0 int 4
todo(glsl) draw quad
probe (0, 0) rgba (110, 210, 410, 410)
[pixel shader]
Texture2D tex;
uniform int i;
float4 main() : sv_target
{
int4 a = {0, 1, 2, i};
int4 b = a.yxww;
int3 c = b.wyx;
return 100 * b + tex.Load(int3(0, 0, 0), c.yz);
}
[test]
uniform 0 int 3
todo(glsl) draw quad
probe (0, 0) rgba (105, 5, 305, 305)
[pixel shader]
Texture2D tex;
uniform int i;
float4 main() : sv_target
{
int4 a = {1, 2, 3, i};
return tex.Load(int3(0, 0, 0), a.wzxx.yxw.zx);
}
[test]
uniform 0 int 1
todo(glsl) draw quad
probe (0, 0) rgba (14.0, 14.0, 14.0, 14.0)