vkd3d/tests/hlsl-function.shader_test

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[pixel shader fail todo]
float4 func();
float4 main() : sv_target
{
return func();
}
% It's legal to call an undefined function in unused code, though.
[pixel shader]
float4 func();
float4 unused()
{
return func();
}
float4 main() : sv_target
{
return 0;
}
[pixel shader fail]
void func(inout float o)
{
o += 0.1;
}
float4 main() : sv_target
{
float x = 0;
func(x + 1);
return 0;
}
[pixel shader fail]
void func(inout float2 o)
{
o += 0.1;
}
float4 main() : sv_target
{
float2 x = 0;
func(x.yy);
return 0;
}
[pixel shader fail]
void func(out float o)
{
o = 0.1;
}
float4 main() : sv_target
{
const float x = 0;
func(x);
return x;
}
[pixel shader fail]
void func(inout float o)
{
}
float4 main() : sv_target
{
const float x = 0;
func(x);
return x;
}
[pixel shader fail]
void func()
{
}
float4 main() : sv_target
{
return func();
}
[pixel shader fail todo]
void foo()
{
}
void bar()
{
return foo();
}
float4 main() : sv_target
{
bar();
return 0;
}
[pixel shader fail]
float4 main() : sv_target
{
func();
return 0;
}
void func()
{
}
[pixel shader]
float func(in float a, out float b, inout float c)
{
c -= 0.2;
b = a * 2;
return a + 0.2;
}
float4 main() : sv_target
{
float x[2], ret;
x[0] = 0.1;
x[1] = 0.9;
ret = func(0.3, x[0], x[1]);
return float4(ret, x[0], x[1], 0);
}
[test]
draw quad
todo probe all rgba (0.5, 0.6, 0.7, 0)
[pixel shader]
void func(in float a, inout float2 b)
{
b.y += 0.1;
b *= a;
}
float4 main() : sv_target
{
float3 q = float3(0.1, 0.2, 0.3);
func(3.0, q.zx);
func(0.5, q.yz);
return float4(q, 0);
}
[test]
draw quad
todo probe all rgba (0.6, 0.1, 0.5, 0)