On Mon, Apr 18, 2022 at 8:34 AM Giovanni Mascellani gmascellani@codeweavers.com wrote:
From: Zebediah Figura zfigura@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.