[PATCH vkd3d 02/12] tests: Simplify "probe" directive syntax and parsing a bit.
Matteo Bruni
matteo.mystral at gmail.com
Wed Apr 20 08:54:35 CDT 2022
On Mon, Apr 18, 2022 at 8:34 AM Giovanni Mascellani
<gmascellani at codeweavers.com> wrote:
>
> From: Zebediah Figura <zfigura at codeweavers.com>
>
> ---
> tests/conditional.shader_test | 4 +-
> tests/d3d12_test_utils.h | 8 ----
> tests/hlsl-for.shader_test | 6 +--
> tests/shader_runner.c | 69 +++++++++++-----------------------
> tests/texture-load.shader_test | 8 ++--
> tests/trigonometry.shader_test | 32 ++++++++--------
> tests/utils.h | 8 ++++
> 7 files changed, 54 insertions(+), 81 deletions(-)
>
> diff --git a/tests/conditional.shader_test b/tests/conditional.shader_test
> index e665ac1d..42307777 100644
> --- a/tests/conditional.shader_test
> +++ b/tests/conditional.shader_test
> @@ -15,5 +15,5 @@ float4 main(float tex : texcoord) : SV_TARGET
>
> [test]
> draw quad
> -probe rect rgba ( 0, 0, 319, 480) (0.9, 0.8, 0.7, 0.6)
> -probe rect rgba (321, 0, 640, 480) (0.1, 0.2, 0.3, 0.4)
> +probe ( 0, 0, 319, 480) rgba (0.9, 0.8, 0.7, 0.6)
> +probe (321, 0, 640, 480) rgba (0.1, 0.2, 0.3, 0.4)
Nothing about the patch itself, just something that I noticed: these
"explicit" rect coordinates are a bit awkward since we switched to
RENDER_TARGET_WIDTH / RENDER_TARGET_HEIGHT in the shader runner. OTOH
specifying e.g. one-pixel offsets with normalized coords isn't
particularly nice either.
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