vkd3d/tests/hlsl/attributes.shader_test

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% Test HLSL attribute syntax. The compiler ignores unrecognized attributes, so
% we need to get the parsing syntax right. Most of the following tests which
% succeed print warnings.
[pixel shader fail(sm>=6)]
[numthreads]
float4 main() : sv_target { return 0; }
[pixel shader fail(sm>=6)]
[ numthreads ]
float4 main() : sv_target { return 0; }
[pixel shader fail(sm>=6)]
[numthreads(1)]
float4 main() : sv_target { return 0; }
[pixel shader todo fail(sm>=6)]
[numthreads("")]
float4 main() : sv_target { return 0; }
[pixel shader todo fail(sm>=6)]
[numthreads("one")]
float4 main() : sv_target { return 0; }
[pixel shader todo fail(sm>=6)]
uniform float4 f;
[numthreads(1, "one", 3 + 9, -9.8e4, -float2(1, 2), f)]
float4 main() : sv_target { return 0; }
[pixel shader fail]
[numthreads()]
float4 main() : sv_target { return 0; }
[pixel shader fail]
[numthreads(1,)]
float4 main() : sv_target { return 0; }
[pixel shader fail]
[numthreads(f)]
float4 main() : sv_target { return 0; }
[pixel shader fail]
/* Test an invalid constructor. */
[numthreads(float2(1))]
float4 main() : sv_target { return 0; }
[pixel shader]
[not_a_real_attribute_name]
float4 main() : sv_target { return 0; }
[pixel shader]
uniform float4 f;
[f]
float4 main() : sv_target { return 0; }
[pixel shader fail]
% This is valid IDL syntax, but not HLSL.
[one, two]
float4 main() : sv_target { return 0; }
[pixel shader]
[one][two]
float4 main() : sv_target { return 0; }
[pixel shader fail(sm<6) todo]
[one][one]
float4 main() : sv_target { return 0; }
[pixel shader fail(sm<6) todo]
[one][one(1)]
float4 main() : sv_target { return 0; }
[pixel shader]
[one][One]
float4 main() : sv_target { return 0; }
[pixel shader fail(sm>=6)]
[numthreads]
float4 main();
[numthreads]
float4 main() : sv_target { return 0; }
[pixel shader]
/* Expressions with side effects are forbidden in attributes—see
* hlsl-numthreads.shader_test for an example—but not if the attribute is
* ignored. */
static int i = 1;
[one(i++)]
[two(++i)]
[three(i = 4)]
float4 main() : sv_target { return 0; }
[pixel shader fail(sm<6)]
[one]
float4 f;
float4 main() : sv_target { return 0; }