vkd3d/tests/hlsl/function.shader_test

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[pixel shader fail]
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(sm<6)]
void foo()
{
}
void bar()
{
return foo();
}
float4 main() : sv_target
{
bar();
return 0;
}
% The function must have been at least declared before calling it. It may have
% been declared with a different but compatible type, though.
[pixel shader fail]
float4 main() : sv_target
{
func();
return 0;
}
void func()
{
}
[pixel shader]
void func();
float4 main() : sv_target
{
func();
return 0;
}
void func()
{
}
[pixel shader fail]
void func(float arg);
float4 main() : sv_target
{
func();
return 0;
}
void func()
{
}
[pixel shader]
/* This is something of an internal test: we need to make sure that we use the
* correct variables for a function's arguments and returns regardless of
* whether it's been defined yet.
*
* Also, make sure that we can handle the case where the argument names differ.
*/
float2 concat(float x, float y);
float2 func(void)
{
return concat(0.1, 0.2);
}
float2 concat(float a, float b)
{
return float2(a, b);
}
float4 main() : sv_target
{
return float4(func(), concat(0.3, 0.4));
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[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]
todo(glsl) draw quad
probe (0, 0) 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]
todo(glsl) draw quad
probe (0, 0) rgba (0.6, 0.1, 0.5, 0)
% Recursion is forbidden.
[pixel shader notimpl(sm<6) fail(sm>=6)]
void bar();
void foo()
{
bar();
}
void bar()
{
foo();
}
float4 main() : sv_target
{
foo();
return 0;
}
[pixel shader notimpl(sm<6) fail(sm>=6)]
% Even trivially finite recursion is forbidden.
void func(bool x)
{
if (x)
func(false);
}
float4 main() : sv_target
{
func(true);
return 0;
}
[pixel shader]
float func(float a)
{
return a + 1;
}
float4 main() : sv_target
{
return float4(func(1.0), func(2.0), func(5.0), func(6.0));
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 3.0, 6.0, 7.0)
[pixel shader]
float func(float a)
{
return a + 1;
}
float4 main() : sv_target
{
float4 a = {func(1.0), func(2.0), func(5.0), func(6.0)};
return a;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 3.0, 6.0, 7.0)
% Inline modifier
[pixel shader]
inline float func(float a)
{
return a + 1;
}
float4 main() : sv_target
{
float4 a = {func(1.0), func(2.0), func(5.0), func(6.0)};
return a;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 3.0, 6.0, 7.0)
% Inline modifier used on entry point
[pixel shader fail(sm>=6)]
float func(float a)
{
return a + 1;
}
inline float4 main() : sv_target
{
float4 a = {func(1.0), func(2.0), func(5.0), func(6.0)};
return a;
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (2.0, 3.0, 6.0, 7.0)
% Export modifier
[pixel shader]
export float4 main() : sv_target
{
return float4(1.0, 2.0, 3.0, 4.0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)