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Commit d3ba810c authored by Elizabeth Figura's avatar Elizabeth Figura Committed by Henri Verbeet
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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).
parent 021eb285
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1 merge request!908tests: Stop probing all pixels when drawing a uniform colour.
Pipeline #27629 skipped
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with 154 additions and 154 deletions
......@@ -9,7 +9,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.1 0.7 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.1, 0.7, 0.4, 0.4)
probe (0, 0) rgba (0.1, 0.7, 0.4, 0.4)
uniform 0 float4 -0.7 0.1 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.7, 0.1, 1.2, 0.4)
probe (0, 0) rgba (0.7, 0.1, 1.2, 0.4)
......@@ -12,17 +12,17 @@ float4 main() : sv_target
[test]
uniform 0 float4 -1.1 1.6 1.3 0.5
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[test]
uniform 0 float4 0.0 1.6 1.3 0.5
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[test]
uniform 0 float4 1.0 0.0 1.3 0.5
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
uniform float f;
......@@ -35,12 +35,12 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
uniform float2x2 f;
......@@ -54,10 +54,10 @@ float4 main() : sv_target
uniform 0 float4 1.0 2.0 0.0 0.0
uniform 4 float4 3.0 4.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[test]
uniform 0 float4 1.0 2.0 0.0 0.0
uniform 4 float4 0.0 4.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
......@@ -9,7 +9,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 30.0 150.0 180.0
todo(glsl) draw quad
probe all rgba (0.0, 0.52359877, 2.61799387, 3.14159265)
probe (0, 0) rgba (0.0, 0.52359877, 2.61799387, 3.14159265)
[pixel shader]
......@@ -23,4 +23,4 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449
todo(glsl) draw quad
probe all rgba (0.0, 45.0, 90.0, 135.0)
probe (0, 0) rgba (0.0, 45.0, 90.0, 135.0)
......@@ -9,25 +9,25 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 1.0 1.0 1.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 1.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 0.0 1.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 0.0 0.0 1.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
uniform 0 float4 -1.0 -1.0 -1.0 -1.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
uniform float f;
......@@ -40,13 +40,13 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
uniform 0 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
uniform 0 float4 -1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader]
......@@ -61,27 +61,27 @@ float4 main() : sv_target
if(sm<4) uniform 0 float4 1 1 1 1
if(sm>=4) uniform 0 uint4 1 1 1 1
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 1 0 0
if(sm>=4) uniform 0 uint4 0 1 0 0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 1 0
if(sm>=4) uniform 0 uint4 0 0 1 0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 0 1
if(sm>=4) uniform 0 uint4 0 0 0 1
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
uniform uint b;
......@@ -95,8 +95,8 @@ float4 main() : sv_target
if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
......@@ -11,7 +11,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 15.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (20.0, -10.0, 75.0, 0.33333333) 1
probe (0, 0) rgba (20.0, -10.0, 75.0, 0.33333333) 1
[pixel shader]
uniform float2 a;
......@@ -26,7 +26,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 15.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (5.0, 5.0, -5.0, 3.0) 1
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0) 1
[pixel shader]
uniform float2 a;
......@@ -41,7 +41,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (2.0, -2.0, 2.0, -2.0) 16
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16
[pixel shader]
uniform float2 a;
......@@ -56,7 +56,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 x, y;
......@@ -70,7 +70,7 @@ float4 main() : sv_target
uniform 0 float4 5.0 -42.1 4.0 45.0
uniform 4 float4 15.0 -5.0 4.1 5.0
todo(glsl) draw quad
probe all rgba (5.0, -2.1, 4.0, 0.0) 6
probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6
[require]
% Infinities are not allowed in SM1
......@@ -89,7 +89,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (1e99, 1e99, 1e99, 1e99)
probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99)
[pixel shader todo]
uniform float4 a, b, c;
......@@ -104,7 +104,7 @@ uniform 0 float4 1.00000007 -42.1 4.0 45.0
uniform 4 float4 1.625 -5.0 4.125 5.0
uniform 8 float4 1.00000007 -1.0 0.5 -0.5
todo(sm<6) draw quad
probe all rgba (2.62500024, 209.5, 17.0, 224.5) 1
probe (0, 0) rgba (2.62500024, 209.5, 17.0, 224.5) 1
% precise mad() is not allowed to fuse, even though unfused is less precise.
[pixel shader todo]
......@@ -121,7 +121,7 @@ uniform 0 float4 1.00000007 -42.1 4.0 45.0
uniform 4 float4 1.625 -5.0 4.125 5.0
uniform 8 float4 1.00000007 -1.0 0.5 -0.5
todo(sm<6) draw quad
probe all rgba (2.62500048, 209.5, 17.0, 224.5)
probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5)
[require]
shader model >= 5.0
......@@ -140,7 +140,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 double2 7.5 -2.5
todo(sm<6) draw quad
probe all rgba (5.0, 10.0, -18.75, -3.0)
probe (0, 0) rgba (5.0, 10.0, -18.75, -3.0)
[pixel shader todo]
uniform double2 a;
......@@ -155,7 +155,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 double2 3.0e-300 2.5e300
todo(sm<6) draw quad
probe all rgba (7.5, 7.5, 7.5, 7.5)
probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5)
% Note: DXC does not support modulo on doubles.
[pixel shader todo]
......@@ -171,7 +171,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 double2 1.5e300 2.0e299
todo(sm<6) draw quad
probe all rgba (7.5, 7.5, 7.5, 7.5)
probe (0, 0) rgba (7.5, 7.5, 7.5, 7.5)
[pixel shader todo]
uniform double2 a, b, c;
......@@ -186,7 +186,7 @@ uniform 0 double2 1.00000007 -42.1
uniform 4 double2 1.625 -5.0
uniform 8 double2 1.00000007 -1.0
todo(sm<6) draw quad
probe all rgba (2.62500024, 209.5, 0.0, 0.0)
probe (0, 0) rgba (2.62500024, 209.5, 0.0, 0.0)
% Test result when instructions might be removed because they are identities such as (+0) or (*1).
......@@ -204,4 +204,4 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.2 0.3 9.1 3.2
todo(glsl) draw quad
probe all rgba (0.4, 0.6, 18.2, 6.4)
probe (0, 0) rgba (0.4, 0.6, 18.2, 6.4)
......@@ -9,7 +9,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (20.0, -10.0, 75.0, 0.33333333)
probe (0, 0) rgba (20.0, -10.0, 75.0, 0.33333333)
[pixel shader]
float4 main() : SV_TARGET
......@@ -22,7 +22,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (5.0, 5.0, -5.0, 3.0)
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -35,7 +35,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (2.0, -2.0, 2.0, -2.0) 16
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) 16
[pixel shader]
float4 main() : SV_TARGET
......@@ -48,7 +48,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
float4 main() : sv_target
......@@ -61,7 +61,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.0, -2.1, 4.0, 0.0) 6
probe (0, 0) rgba (5.0, -2.1, 4.0, 0.0) 6
[require]
% Infinities are not allowed in SM1
......@@ -78,4 +78,4 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (1e99, 1e99, 1e99, 1e99)
probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99)
......@@ -11,7 +11,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 16.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (21.0, -11.0, 80.0, 0.0)
probe (0, 0) rgba (21.0, -11.0, 80.0, 0.0)
[pixel shader todo(sm<4)]
uniform float2 a;
......@@ -26,7 +26,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 16.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (5.0, 5.0, -5.0, 3.0)
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader todo(sm<4)]
uniform float2 a;
......@@ -41,7 +41,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (8.0, -8.0, -8.0, 8.0)
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader todo(sm<4)]
uniform float2 a;
......@@ -56,7 +56,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (2.0, -2.0, 2.0, -2.0)
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
[pixel shader todo(sm<4)]
uniform float2 a;
......@@ -71,7 +71,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (9.0, -9.0, -9.0, 9.0)
probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
[pixel shader todo(sm<4)]
uniform float2 a;
......@@ -86,7 +86,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
uniform float4 a;
......@@ -99,7 +99,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 -7.0 0.0 -10.0
todo(glsl) draw quad
probe all rgba (5.0, 7.0, 0.0, 10.0)
probe (0, 0) rgba (5.0, 7.0, 0.0, 10.0)
[pixel shader todo(sm<4)]
uniform float4 a;
......@@ -118,7 +118,7 @@ float4 main() : sv_target
uniform 0 float4 45.0 5.0 50.0 10.0
uniform 4 float4 3.0 8.0 2.0 5.0
todo(sm<4 | glsl) draw quad
probe all rgba (9.0, 5.0, 1.0, 3.0)
probe (0, 0) rgba (9.0, 5.0, 1.0, 3.0)
[require]
shader model >= 6.0
......@@ -137,7 +137,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 5000000000 16000000000
draw quad
probe all rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
probe (0, 0) rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
[pixel shader]
uniform int64_t2 a;
......@@ -152,7 +152,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 5000000000 16000000000
draw quad
probe all rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
probe (0, 0) rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
[pixel shader]
uniform int64_t2 a;
......@@ -167,7 +167,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 42000000000 5000000000
draw quad
probe all rgba (8.0, -8.0, -8.0, 8.0)
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader]
uniform int64_t2 a;
......@@ -182,7 +182,7 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 42000000000 5000000000
draw quad
probe all rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
probe (0, 0) rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
[pixel shader]
uniform int64_t2 a;
......@@ -195,4 +195,4 @@ float4 main() : SV_TARGET
[test]
uniform 0 int64_t2 5000000000 -7000000000
draw quad
probe all rgba (5.0e9, 7.0e9, 0.0, 0.0)
probe (0, 0) rgba (5.0e9, 7.0e9, 0.0, 0.0)
......@@ -9,7 +9,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (20.0, -10.0, 75.0, 0.0)
probe (0, 0) rgba (20.0, -10.0, 75.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -22,7 +22,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (5.0, 5.0, -5.0, 3.0)
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -35,7 +35,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (8.0, -8.0, -8.0, 8.0)
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -48,7 +48,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (2.0, -2.0, 2.0, -2.0)
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -61,7 +61,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (9.0, -9.0, -9.0, 9.0)
probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -74,7 +74,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
// On SM1 this gives hr 0x88760b59.
......@@ -88,7 +88,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
// On SM1 this gives hr 0x88760b59.
......@@ -102,7 +102,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[require]
......@@ -119,8 +119,8 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
if(sm<6) probe all rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
if(sm>=6) probe all rgba (0.0, 0.0, 0.0, 0.0)
if(sm<6) probe (0,0) rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
if(sm>=6) probe (0,0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader]
......@@ -135,4 +135,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2.0, 3.0, 1.0, 3.0)
probe (0, 0) rgba (2.0, 3.0, 1.0, 3.0)
......@@ -12,7 +12,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (20.0, 4294967296.0, 75.0, 0.0)
probe (0, 0) rgba (20.0, 4294967296.0, 75.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -25,7 +25,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (5.0, 5.0, 4294967296.0, 3.0)
probe (0, 0) rgba (5.0, 5.0, 4294967296.0, 3.0)
[pixel shader fail(sm<6)]
float4 main() : SV_TARGET
......@@ -38,7 +38,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm<6)]
float4 main() : SV_TARGET
......@@ -51,4 +51,4 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
......@@ -19,4 +19,4 @@ float4 main() : sv_target
[test]
todo(sm<6) draw quad
probe all rgba (0.1, 0.1, 0.2, 0.4)
probe (0, 0) rgba (0.1, 0.1, 0.2, 0.4)
......@@ -13,7 +13,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (25.0, 25.0, 25.0, 25.0)
probe (0, 0) rgba (25.0, 25.0, 25.0, 25.0)
[pixel shader fail]
......@@ -79,7 +79,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (15.0, 26.0, 37.0, 48.0)
probe (0, 0) rgba (15.0, 26.0, 37.0, 48.0)
[pixel shader fail]
......@@ -154,7 +154,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (136.0, 136.0, 136.0, 136.0)
probe (0, 0) rgba (136.0, 136.0, 136.0, 136.0)
[pixel shader]
......@@ -172,4 +172,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (702.0, 702.0, 702.0, 702.0)
probe (0, 0) rgba (702.0, 702.0, 702.0, 702.0)
......@@ -15,7 +15,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (21, 22, 23, 24)
probe (0, 0) rgba (21, 22, 23, 24)
[pixel shader]
......@@ -37,7 +37,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (61, 62, 63, 64)
probe (0, 0) rgba (61, 62, 63, 64)
[pixel shader]
static const int size = 8;
......@@ -50,7 +50,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2, 3, 6, 1)
probe (0, 0) rgba (2, 3, 6, 1)
% Additional level of indirection
[pixel shader fail(sm>=6)]
......@@ -65,7 +65,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (2, 3, 6, 1)
probe (0, 0) rgba (2, 3, 6, 1)
[pixel shader fail(sm>=6)]
......@@ -89,4 +89,4 @@ uniform 8 float 0.0
uniform 12 float 0.0
uniform 16 float 42.0
todo(glsl) draw quad
probe all rgba (42, 42, 42, 42)
probe (0, 0) rgba (42, 42, 42, 42)
......@@ -12,7 +12,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 163840.0, 480.0)
probe (0, 0) rgba (0.0, 0.0, 163840.0, 480.0)
[pixel shader]
float4 main() : sv_target
......@@ -27,7 +27,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (-2147483648.0, 4.0, 2147483650.0, 4.0)
probe (0, 0) rgba (-2147483648.0, 4.0, 2147483650.0, 4.0)
[pixel shader]
float4 main() : sv_target
......@@ -42,7 +42,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (0.0, 536870912.0, 1.0, 1073741824.0)
probe (0, 0) rgba (0.0, 536870912.0, 1.0, 1073741824.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -55,7 +55,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (5.0, 15.0, 10.0, -6.0)
probe (0, 0) rgba (5.0, 15.0, 10.0, -6.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -68,7 +68,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -81,7 +81,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -94,7 +94,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 0.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -114,7 +114,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 0.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 0.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -127,7 +127,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 163840.0, 480.0)
probe (0, 0) rgba (0.0, 0.0, 163840.0, 480.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -140,7 +140,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (5.0, 15.0, 10.0, 4294967296.0)
probe (0, 0) rgba (5.0, 15.0, 10.0, 4294967296.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -153,7 +153,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 1.0)
probe (0, 0) rgba (0.0, 0.0, 0.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -166,7 +166,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
float4 main() : SV_TARGET
......@@ -179,7 +179,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 0.0)
probe (0, 0) rgba (0.0, 1.0, 1.0, 0.0)
[pixel shader todo]
uint u;
......@@ -193,13 +193,13 @@ uint4 main() : sv_target
[test]
uniform 0 uint4 0 0 0 0
todo(sm<6) draw quad
probe all rgbaui (0, 0xffffffff, 0xffffffff, 0xffffffff)
probe (0, 0) rgbaui (0, 0xffffffff, 0xffffffff, 0xffffffff)
uniform 0 uint4 0xffffffff 0xffffffff 0 0
todo(sm<6) draw quad
probe all rgbaui (32, 0, 31, 0xffffffff)
probe (0, 0) rgbaui (32, 0, 31, 0xffffffff)
uniform 0 uint4 0xcccccccc 0xcccccccc 0 0
todo(sm<6) draw quad
probe all rgbaui (16, 2, 31, 29)
probe (0, 0) rgbaui (16, 2, 31, 29)
[require]
shader model >= 6.0
......@@ -223,11 +223,11 @@ float4 main() : sv_target
uniform 0 int64_t2 9223372036854775807 -1
uniform 4 int4 34 66 0 0
draw quad
probe all rgba (0.0, 4.611686018e18, 536870912.0, 2.305843009e18) 1
probe (0, 0) rgba (0.0, 4.611686018e18, 536870912.0, 2.305843009e18) 1
uniform 0 int64_t2 -1 -1
uniform 4 int4 34 66 0 0
draw quad
probe all rgba (-1.0, -1.0, -1.0, -1.0) 1
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0) 1
[pixel shader]
uint64_t2 a;
......@@ -247,7 +247,7 @@ float4 main() : sv_target
uniform 0 uint64_t2 0xffffffffffffffff 1
uniform 4 uint4 34 66 0 0
draw quad
probe all rgba (9.223372036e18, 1.0, 1073741823.0, 4.611686018e18) 1
probe (0, 0) rgba (9.223372036e18, 1.0, 1073741823.0, 4.611686018e18) 1
[pixel shader]
uint64_t2 a;
......@@ -267,7 +267,7 @@ float4 main() : sv_target
uniform 0 uint64_t2 0x83 1
uniform 4 uint4 34 66 0 0
draw quad
probe all rgba (262.0, 9.223372036e18, 2250562863104.0, 524.0) 1
probe (0, 0) rgba (262.0, 9.223372036e18, 2250562863104.0, 524.0) 1
[pixel shader]
uint64_t2 a;
......@@ -283,7 +283,7 @@ float4 main() : sv_target
[test]
uniform 0 uint64_t2 0x300000000 0x500000000
draw quad
probe all rgba (25769803776.0, 4294967296.0, 30064771072.0, 1.844674404e19) 1
probe (0, 0) rgba (25769803776.0, 4294967296.0, 30064771072.0, 1.844674404e19) 1
[pixel shader]
uint64_t u;
......@@ -297,10 +297,10 @@ uint4 main() : sv_target
[test]
uniform 0 uint64_t2 0 0
todo draw quad
probe all rgbaui (0, 0xffffffff, 0xffffffff, 0xffffffff)
probe (0, 0) rgbaui (0, 0xffffffff, 0xffffffff, 0xffffffff)
uniform 0 int64_t2 -1 -1
todo draw quad
probe all rgbaui (64, 0, 63, 0xffffffff)
probe (0, 0) rgbaui (64, 0, 63, 0xffffffff)
uniform 0 uint64_t2 0xcccccccccccccccc 0xcccccccccccccccc
todo draw quad
probe all rgbaui (32, 2, 63, 61)
probe (0, 0) rgbaui (32, 2, 63, 61)
......@@ -11,7 +11,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 1.0, 1.0)
probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)
[pixel shader todo(sm<4)]
......@@ -28,7 +28,7 @@ uniform 0 float4 0.0 0.0 2.0 4.0
if(sm<4) uniform 4 float4 0 1 0 10
if(sm>=4) uniform 4 int4 0 1 0 10
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 10.0, 1.0, 11.0)
probe (0, 0) rgba (0.0, 10.0, 1.0, 11.0)
[pixel shader todo(sm<4)]
......@@ -43,4 +43,4 @@ float4 main() : sv_target
if(sm<4) uniform 0 float4 1.0 1.0 1.0 0.0
if(sm>=4) uniform 0 uint4 0x00000001 0x00000002 0x80000000 0x00000000
todo(sm<4 | glsl) draw quad
probe all rgba (2.0, 2.0, 2.0, 0.0)
probe (0, 0) rgba (2.0, 2.0, 2.0, 0.0)
......@@ -50,4 +50,4 @@ float4 main(struct input i) : sv_target
[test]
todo(glsl) draw triangle strip 4
probe all rgba (0.0, 2.0, 2.0, 2.0)
probe (0, 0, 640, 480) rgba (0.0, 2.0, 2.0, 2.0)
......@@ -34,7 +34,7 @@ float4 main(float4 pos : sv_position) : sv_target
[test]
todo(sm<6) draw quad
probe all rgba (2.0, 1.0, 0.0, 14.0)
probe (0, 0, 640, 480) rgba (2.0, 1.0, 0.0, 14.0)
[pixel shader todo]
......@@ -51,7 +51,7 @@ float4 main(float4 pos : sv_position) : sv_target
[test]
todo(sm<6) draw quad
probe all rgba (2.0, 2.0, 0.0, 0.0)
probe (0, 0, 640, 480) rgba (2.0, 2.0, 0.0, 0.0)
[pixel shader todo]
......@@ -68,7 +68,7 @@ float4 main(float4 pos : sv_position) : sv_target
[test]
todo(sm<6) draw quad
probe all rgba (2.0, 1.0, 0.0, 14.0)
probe (0, 0, 640, 480) rgba (2.0, 1.0, 0.0, 14.0)
[pixel shader todo]
......@@ -85,4 +85,4 @@ float4 main(float4 pos : sv_position) : sv_target
[test]
todo(sm<6) draw quad
probe all rgba (45.0, 50.0, -14.0, -47.0)
probe (0, 0, 640, 480) rgba (45.0, 50.0, -14.0, -47.0)
......@@ -16,7 +16,7 @@ float4 main() : sv_target
uniform 0 double2 -4.5 8.5
uniform 4 float4 -2.25 4.25 0.0 0.0
todo(sm<6) draw quad
probe all rgba (-4.5, 8.5, 2.0, 2.0)
probe (0, 0) rgba (-4.5, 8.5, 2.0, 2.0)
[pixel shader todo]
......@@ -33,7 +33,7 @@ uint4 main() : sv_target
[test]
uniform 0 double2 -4.5 8.500003814697266
todo(sm<6) draw quad
probe all rgbaui (0, 0xc0120000, 0x80000000, 0x40210000)
probe (0, 0) rgbaui (0, 0xc0120000, 0x80000000, 0x40210000)
[pixel shader todo]
......@@ -49,7 +49,7 @@ float4 main() : sv_target
[test]
uniform 0 uint4 0xc000000 0x40020000 0x80000000 0xc04be000
todo(sm<6) draw quad
probe all rgba (2.25, -55.75001526, 0.0, 0.0) 1
probe (0, 0) rgba (2.25, -55.75001526, 0.0, 0.0) 1
[pixel shader todo]
......@@ -64,7 +64,7 @@ float4 main() : sv_target
[test]
uniform 0 uint4 0x80000000 0xc04be000 0 0
todo(sm<6) draw quad
probe all rgba (-55.75001526, 0.0, 0.0, 0.0) 1
probe (0, 0) rgba (-55.75001526, 0.0, 0.0, 0.0) 1
[require]
......@@ -86,7 +86,7 @@ float4 main() : sv_target
uniform 0 uint64_t2 0x500000001 0x100000002
uniform 4 uint4 10 4 0 0
draw quad
probe all rgba (1.0, 2.0, 2147483648.0, 1073741824.0)
probe (0, 0) rgba (1.0, 2.0, 2147483648.0, 1073741824.0)
[pixel shader]
......@@ -104,4 +104,4 @@ float4 main() : sv_target
uniform 0 int64_t2 -21474836481 0x100000002
uniform 4 int4 -20 8 0 0
draw quad
probe all rgba (-1.0, 2.0, 1073741824.0, 536870912.0)
probe (0, 0) rgba (-1.0, 2.0, 1073741824.0, 536870912.0)
......@@ -20,7 +20,7 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (84.0, 84.0, 84.0, 84.0)
probe (0, 0) rgba (84.0, 84.0, 84.0, 84.0)
[pixel shader fail]
......@@ -95,4 +95,4 @@ float4 main() : SV_TARGET
[test]
todo(glsl) draw quad
probe all rgba (33.0, 33.0, 33.0, 33.0)
probe (0, 0) rgba (33.0, 33.0, 33.0, 33.0)
......@@ -17,7 +17,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 1.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 1.0)
[pixel shader]
......@@ -40,7 +40,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
[pixel shader]
......@@ -56,7 +56,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
......@@ -87,7 +87,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (7.0, 7.0, 7.0, 7.0)
probe (0, 0) rgba (7.0, 7.0, 7.0, 7.0)
[pixel shader]
......@@ -120,7 +120,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (3.0, 3.0, 3.0, 3.0)
probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
[pixel shader fail]
......@@ -160,7 +160,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (10.0, 20.0, 30.0, 30.0)
probe (0, 0) rgba (10.0, 20.0, 30.0, 30.0)
[pixel shader]
......@@ -182,7 +182,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (10.0, 10.0, 11.4, 12.4)
probe (0, 0) rgba (10.0, 10.0, 11.4, 12.4)
[pixel shader]
......@@ -198,7 +198,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (11.0, 12.0, 13.0, 14.0)
probe (0, 0) rgba (11.0, 12.0, 13.0, 14.0)
[pixel shader]
......@@ -221,7 +221,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (21.0, 22.0, 23.0, 24.0)
probe (0, 0) rgba (21.0, 22.0, 23.0, 24.0)
[pixel shader]
......@@ -237,7 +237,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (31.0, 32.0, 33.0, 33.0)
probe (0, 0) rgba (31.0, 32.0, 33.0, 33.0)
[pixel shader]
......@@ -259,7 +259,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (41.0, 42.0, 43.0, 44.0)
probe (0, 0) rgba (41.0, 42.0, 43.0, 44.0)
[pixel shader fail(sm<6)]
......@@ -298,7 +298,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (55.0, 56.0, 57.0, 58.0)
probe (0, 0) rgba (55.0, 56.0, 57.0, 58.0)
[pixel shader fail(sm<6)]
......@@ -330,7 +330,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (61.0, 62.0, 63.0, 64.0)
probe (0, 0) rgba (61.0, 62.0, 63.0, 64.0)
[pixel shader fail(sm<6)]
......@@ -356,7 +356,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (71.0, 72.0, 73.0, 74.0)
probe (0, 0) rgba (71.0, 72.0, 73.0, 74.0)
[pixel shader fail(sm<6)]
......@@ -405,7 +405,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (81.0, 82.0, 83.0, 84.0)
probe (0, 0) rgba (81.0, 82.0, 83.0, 84.0)
[pixel shader]
......@@ -421,7 +421,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (91.0, 92.0, 93.0, 0.0)
probe (0, 0) rgba (91.0, 92.0, 93.0, 0.0)
[pixel shader]
......@@ -437,7 +437,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (11.0, 12.0, 13.0, 0.0)
probe (0, 0) rgba (11.0, 12.0, 13.0, 0.0)
[pixel shader fail(sm<6)]
......@@ -478,7 +478,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (21.0, 22.0, 23.0, 24.0)
probe (0, 0) rgba (21.0, 22.0, 23.0, 24.0)
[pixel shader]
......@@ -500,7 +500,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (31.0, 32.0, 33.0, 0.0)
probe (0, 0) rgba (31.0, 32.0, 33.0, 0.0)
[pixel shader]
......@@ -522,7 +522,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (41.0, 42.0, 43.0, 0.0)
probe (0, 0) rgba (41.0, 42.0, 43.0, 0.0)
[pixel shader]
......@@ -538,7 +538,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (51.0, 52.0, 53.0, 0.0)
probe (0, 0) rgba (51.0, 52.0, 53.0, 0.0)
[pixel shader fail(sm<6)]
......@@ -565,7 +565,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (61.0, 62.0, 63.0, 0.0)
probe (0, 0) rgba (61.0, 62.0, 63.0, 0.0)
[pixel shader]
......@@ -581,4 +581,4 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (71.0, 72.0, 73.0, 0.0)
probe (0, 0) rgba (71.0, 72.0, 73.0, 0.0)
......@@ -51,7 +51,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 1.0)
probe (0, 0) rgba (1.0, 2.0, 3.0, 1.0)
[pixel shader fail]
......@@ -90,7 +90,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.0, 6.0, 7.0, 8.0)
probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
[pixel shader fail(sm>=6)]
......@@ -121,7 +121,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (4.0, 4.0, 4.0, 4.0)
probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
[pixel shader fail(sm>=6)]
......@@ -155,7 +155,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (5.0, 5.0, 5.0, 5.0)
probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
[pixel shader fail(sm>=6)]
......@@ -200,7 +200,7 @@ float4 main() : sv_target
[test]
todo(glsl) draw quad
probe all rgba (71.0, 73.0, 73.0, 74.0)
probe (0, 0) rgba (71.0, 73.0, 73.0, 74.0)
[pixel shader fail]
......
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