vkd3d/tests/hlsl/effect-compile.shader_test

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% Test special "compile" keyword syntax to compile pixel and vertex shaders
[pixel shader todo]
float4 fun() : sv_target
{
return 0;
}
sampler sam
{
cat = compile ps_2_0 fun();
};
float4 main() : sv_target { return 0; }
[pixel shader todo]
float4 fun() : sv_target
{
return 0;
}
technique
{
pass
{
cat = compile ps_2_0 fun();
}
}
float4 main() : sv_target { return 0; }
% Only uniform arguments are expected, even if undefined identifiers are used.
[pixel shader todo]
float4 fun(uniform float4 a, float4 b, uniform float4 c) : sv_target
{
return a + b + c;
}
technique
{
pass
{
cat = compile ps_2_0 fun(foobar, foobar); // Notice 2 arguments, not 3
}
}
float4 main() : sv_target { return 0; }
[pixel shader fail(sm<6)]
float4 fun(uniform float4 a, float4 b, uniform float4 c) : sv_target
{
return a + b + c;
}
technique
{
pass
{
// passing 3 arguments here is not valid because the function has only 2 uniforms.
cat = compile ps_2_0 fun(1, 2, 3);
}
}
float4 main() : sv_target { return 0; }
% Test the CompileShader() syntax.
[pixel shader todo fail(sm>=6)]
float arg1, arg2;
float4 main_vertex(uniform float a) : sv_position { return a; }
float4 main(uniform float a) : sv_target { return a; }
// ^ dxc expects a semantic here.
PixelShader ps1 = CompileShader(ps_2_0, main(arg2));
VertexShader vs1 = CompileShader(vs_2_0, main_vertex(arg1));
technique10 tech1
{
pass pass1
{
SetVertexShader(vs1);
SetPixelShader(ps1);
}
}
% Undefined identifiers are not allowed if CompileShader() is used outside a state block.
[pixel shader fail]
float4 main(uniform float a) : sv_target { return a; }
PixelShader ps1 = CompileShader(ps_2_0, main(foobar));
% But undefined identifiers are allowed if inside a state block.
[pixel shader todo fail(sm>=6)]
float4 main_vertex(uniform float a) : sv_position { return a; }
float4 main(uniform float a) : sv_target { return a; }
// ^ dxc expects a semantic here.
technique tech1
{
pass pass1
{
SetVertexShader(CompileShader(vs_2_0, main_vertex(foo)));
SetPixelShader(CompileShader(ps_2_0, main(bar)));
}
}
% Again only uniform parameters are expected
[pixel shader fail]
float aa, bb;
float4 main(uniform float a, float b) : sv_target { return a; }
PixelShader ps1 = CompileShader(ps_2_0, main(aa, bb));
% Only a set of target profiles are allowed
[pixel shader fail(sm<6)]
float4 main() : sv_target { return 0; }
PixelShader ps1 = CompileShader(ps_6_0, main());
[pixel shader fail(sm<6)]
float4 main() : sv_target { return 0; }
PixelShader ps1 = CompileShader(fs_2_0, main());
% Shaders cannot be passed around to another variable: "Initializer must be literal expressions.".
[pixel shader fail(sm<6)]
float4 main() : sv_target { return 0; }
PixelShader ps1 = CompileShader(ps_2_0, main());
PixelShader ps2 = ps1;