% Test implicit and explicit casts on function output parameters.

[pixel shader]

uniform float4 f;

void func(out float4 o)
{
    o = f;
}

float4 main() : sv_target
{
    int4 x;
    func(x);
    return x;
}

[test]
uniform 0 float4 -1.9 -1.0 2.9 4.0
draw quad
probe (0, 0) f32(-1.0, -1.0, 2.0, 4.0)

% As above, but cast "x" to float4 first.
% In SM 6 a cast seems to implicitly promote the type to const,
% so it fails to match the parameter of func().

[pixel shader fail(sm>=6)]

uniform float4 f;

void func(out float4 o)
{
    o = f;
}

float4 main() : sv_target
{
    int4 x;
    func((float4)x);
    return x;
}

[test]
uniform 0 float4 -1.9 -1.0 2.9 4.0
draw quad
probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)

% As above, but declare "x" as float4 and cast it to int4.

[pixel shader fail(sm>=6)]

uniform float4 f;

void func(out float4 o)
{
    o = f;
}

float4 main() : sv_target
{
    float4 x;
    func((int4)x);
    return x;
}

[test]
uniform 0 float4 -1.9 -1.0 2.9 4.0
draw quad
probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)


[pixel shader]
uniform int4 i;

void func(inout float4 a)
{
    a += 0.1;
}

float4 main() : sv_target
{
    int4 x = i;
    func(x);
    return x;
}

[test]
if(sm<4)  uniform 0 float4 -2 0 1 -3000000
if(sm>=4) uniform 0 int4 -2 0 1 -3000000
draw quad
probe (0, 0) f32(-1.0, 0.0, 1.0, -3000000.0) 4

% An explicit cast gets applied right before assignment, as if it was on the lhs.
[pixel shader fail(sm>=6)]
void fun(out float4 f)
{
    f = float4(1.4, 2.6, 3.9, 4.3);
}

float4 main() : sv_target
{
    float4 p;

    fun((int4) p);
    return p;
}

[test]
draw quad
probe (0, 0) rgba(1, 2, 3, 4)


[pixel shader fail]
void fun(out float2 f)
{
    f = float2(1, 2);
}

float4 main() : sv_target
{
    float4 p = {-1, -2, -3, -4};

    fun(p);
    return p;
}

[pixel shader todo fail]
void fun(out float f)
{
    f = 1;
}

float4 main() : sv_target
{
    float4 p = {-1, -2, -3, -4};

    fun(p);
    return p;
}

% However, partial assigments can happen if there are explicit casts, as if
% they were on the lhs of an assigment.
[pixel shader todo]
void fun(out float2 f)
{
    f = float2(1, 2);
}

float4 main() : sv_target
{
    float4 p = {-1, -2, -3, -4};

    fun((float2) p); // partial assigment to p.xy.
    return p;
}

[test]
todo(sm<6) draw quad
probe (0, 0) rgba(1, 2, -3, -4)


[pixel shader fail]
void fun(out float4 f)
{
    f = float4(1, 2, 3, 4);
}

float4 main() : sv_target
{
    float4 p = 0;

    fun((float2)p);
    return p;
}


[pixel shader fail(sm>=4)]
void fun(out float4 f)
{
    f = float4(1.1, 2.3, 3.6, 4.3);
}

float4 main() : sv_target
{
    float4 p = 0;

    fun((float2x2)(int4)(float4)(half4)p);
    return p;
}

[test]
draw quad
probe (0, 0) rgba(1.1, 2.3, 3.6, 4.3)
