vkd3d/tests/hlsl/sampler-state.shader_test

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[require]
options: backcompat
[pixel shader fail(sm>=6)]
sampler2D sam = sampler_state
{
texture = NULL;
mipfilter = LINEAR;
};
float4 main(): sv_target
{
return tex2D(sam, float2(0, 0));
}
[pixel shader fail]
float4 main(): sv_target
{
sampler2D sam = sampler_state // Not allowed inside a function.
{
texture = NULL;
mipfilter = LINEAR;
};
return 0;
}
[pixel shader fail]
sampler sam;
float4 main(): sv_target
{
sampler_state
{
foo = BAR;
bar = FOO;
};
return tex2D(sam, float2(0, 0));
}
[pixel shader fail(sm<6)]
// cannot implicitly convert.
float4 f = sampler_state
{
texture = NULL;
mipfilter = LINEAR;
};
float4 main(): sv_target
{
return 0;
}
[pixel shader fail(sm>=6)]
sampler sam[2] =
{
sampler_state
{
texture = NULL;
mipfilter = LINEAR;
},
sampler_state
{
texture = NULL;
mipfilter = LINEAR;
}
};
float4 main(): sv_target
{
return tex2D(sam[1], float2(0, 0));
}
[pixel shader fail]
sampler sam[2] =
{
sampler_state
{
texture = NULL;
mipfilter = LINEAR;
},
};
float4 main(): sv_target { return 0; }
[pixel shader]
sampler sam
{
FOO = sampler_state {};
};
float4 main(): sv_target { return 0; }
[pixel shader fail]
Texture2D tex;
float4 main(): sv_target
{
return tex.Sample(sampler_state {}, float2(0, 0));
}
[pixel shader fail(sm>=6)]
sampler sam = sampler_state
{
texture = NULL;
mipfilter = LINEAR;
};
float4 main(): sv_target
{
sampler sam2 = sam; // pass around.
return tex2D(sam2, float2(0, 0));
}
[pixel shader fail(sm>=6)]
sampler sam = sampler_state
{
foo = BAR;
bar = FOO;
mipfilter = PLACEHOLDER;
};
float4 main(): sv_target
{
return tex2D(sam, float2(0, 0));
}
[pixel shader fail(sm>=6)]
// default value initializers make it more permissive but if types don't match
// then the whole initializer is discarded.
float4 f = {
sampler_state
{
foo = BAR;
bar = FOO;
},
1, 2, 3
};
float4 main(): sv_target
{
return 0;
}
[pixel shader fail]
sampler sam {} = sampler_state {};
float4 main() : sv_target { return 0; }
% This fails because of invalid types.
[pixel shader fail]
sampler sam = 1 + sampler_state {};
float4 main() : sv_target { return 0; }
[pixel shader fail]
sampler sam;
sampler_state {} = sam;
float4 main() : sv_target
{
return 0;
}
[pixel shader fail]
sampler_state {};
float4 main() : sv_target
{
return 0;
}
[require]
shader model < 6.0
options: backcompat
[pixel shader fail]
// Cannot implicitly convert.
// Causes segfault in DXC
Texture2D tex = sampler_state
{
foo = BAR;
bar = FOO;
};
sampler sam;
float4 main(): sv_target
{
return tex2D(sam, float2(0, 0));
}
[require]
shader model >= 5.0
options: backcompat
[pixel shader fail(sm>=6)]
// Default values and sample_state work.
// Requires sm5.
struct
{
float4 f;
sampler sam;
float2 g;
} apple = {
1, 2, 3, 4,
sampler_state
{
texture = NULL;
mipfilter = LINEAR;
},
1, 1,
};
Texture2D tex;
float4 main(): sv_target
{
return tex.Sample(apple.sam, apple.g);
}