vkd3d/tests/hlsl/invalid.shader_test

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[pixel shader fail]
float4 main() : sv_target
{
return y;
}
[pixel shader fail]
float4 main() : sv_target
{
float4 x = float4(0, 0, 0, 0);
x.xzzx = float4(1, 2, 3, 4);
return x;
}
[pixel shader fail]
float4 main(float2 pos : TEXCOORD0) : sv_target
{
float4 x = pos;
return x;
}
[pixel shader fail]
float4 563r(float2 45s : TEXCOORD0) : sv_target
{
float4 x = 45s;
return float4(x.x, x.y, 0, 0);
}
[pixel shader fail]
float4 main() : sv_target
{
struct { int b,c; } x = {0};
return x;
}
[pixel shader fail]
float4 main() : sv_target
{
struct {} x = {};
return x;
}
[pixel shader fail]
float4 main(float2 pos : TEXCOORD0) : sv_target
{
return;
}
[pixel shader fail]
void main(float2 pos : TEXCOORD0)
{
return pos;
}
[pixel shader fail]
float4 main(float2 pos : TEXCOORD0) : sv_target
{
return pos;
}
[pixel shader fail(sm<6)]
float4 main() : sv_target
{
float a[0];
return 0;
}
[pixel shader fail(sm<6)]
float4 main() : sv_target
{
float a[65537];
return 0;
}
[pixel shader fail]
float4 main() : sv_target
{
int x;
float a[(x = 2)];
return 0;
}
[pixel shader fail]
uniform float4 main() : sv_target
{
return 0;
}
[pixel shader fail]
float4 main()
{
return 0;
}
[pixel shader fail]
float4 main(out float4 o : sv_target)
{
o = 1;
return 0;
}
[pixel shader fail]
float4 main(out float4 o) : sv_target
{
o = 1;
return 0;
}
[pixel shader fail]
float4 main(in float4 i) : sv_target
{
return 0;
}
[pixel shader fail]
float4 main(float4 i) : sv_target
{
return 0;
}
[pixel shader fail]
struct {float4 a;};
float4 main() : sv_target
{
return 0;
}
[pixel shader fail(sm<6)]
float4 main() : sv_target
{
const float4 x;
return x;
}
[pixel shader fail]
struct input
{
float4 a;
};
float4 main(struct input i) : sv_target
{
return i.a;
}
[pixel shader fail]
struct output
{
float4 t : sv_target;
int a;
};
void main(out struct output o)
{
o.t = float4(0, 0, 0, 0);
o.a = 0;
}
[pixel shader fail]
uniform in float4 f;
float4 main() : sv_target { return 0; }
[pixel shader fail]
in float4 f;
float4 main() : sv_target { return 0; }
[pixel shader fail]
static uniform float4 f;
float4 main() : sv_target { return 0; }
[pixel shader fail]
void main(out uniform float4 o : sv_target)
{
o = 0;
}
[pixel shader fail]
void sub(out uniform float4 o)
{
o = 0;
}
void main(out float4 o : sv_target)
{
sub(o);
}
[pixel shader fail(sm<6)]
void sub(in out uniform float4 o)
{
}
void main(out float4 o : sv_target)
{
o = 0;
sub(o);
}
[pixel shader fail]
float4 main(void) : sv_target
{
uniform float f;
return 0;
}
[pixel shader fail]
float4 main(void) : sv_target
{
in float f;
return 0;
}
[pixel shader fail(sm<6)]
const const float4 c;
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail]
typedef struct apple
{
float a;
} apple_t;
uniform const apple_t a;
float4 main() : sv_target
{
a.a = 1;
return a.a;
}
[pixel shader fail(sm<6)]
struct apple
{
sampler sam;
float4 aa;
};
static struct apple a;
float4 main() : sv_target
{
return 1.0;
}
[pixel shader fail]
float4 main() : sv_target;