2024-08-22 18:10:29 -07:00
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[require]
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options: backcompat
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2024-08-26 13:43:20 -07:00
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[pixel shader fail(sm>=6)]
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2024-08-22 18:10:29 -07:00
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sampler2D sam = sampler_state
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{
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texture = NULL;
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mipfilter = LINEAR;
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};
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float4 main(): sv_target
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{
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return tex2D(sam, float2(0, 0));
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}
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[pixel shader fail]
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float4 main(): sv_target
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{
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sampler2D sam = sampler_state // Not allowed inside a function.
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{
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texture = NULL;
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mipfilter = LINEAR;
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};
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return 0;
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}
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[pixel shader fail]
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sampler sam;
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float4 main(): sv_target
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{
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sampler_state
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{
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foo = BAR;
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bar = FOO;
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};
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return tex2D(sam, float2(0, 0));
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}
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[pixel shader fail(sm<6)]
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// cannot implicitly convert.
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float4 f = sampler_state
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{
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texture = NULL;
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mipfilter = LINEAR;
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};
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float4 main(): sv_target
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{
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return 0;
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}
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2024-08-26 13:43:20 -07:00
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[pixel shader fail(sm>=6)]
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2024-08-22 18:10:29 -07:00
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sampler sam[2] =
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{
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sampler_state
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{
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texture = NULL;
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mipfilter = LINEAR;
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},
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sampler_state
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{
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texture = NULL;
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mipfilter = LINEAR;
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}
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};
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float4 main(): sv_target
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{
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return tex2D(sam[1], float2(0, 0));
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}
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[pixel shader fail]
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sampler sam[2] =
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{
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sampler_state
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{
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texture = NULL;
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mipfilter = LINEAR;
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},
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};
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float4 main(): sv_target { return 0; }
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2024-08-26 13:43:20 -07:00
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[pixel shader]
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2024-08-22 18:10:29 -07:00
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sampler sam
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{
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FOO = sampler_state {};
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};
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float4 main(): sv_target { return 0; }
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[pixel shader fail]
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Texture2D tex;
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float4 main(): sv_target
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{
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return tex.Sample(sampler_state {}, float2(0, 0));
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}
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2024-08-26 13:43:20 -07:00
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[pixel shader fail(sm>=6)]
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2024-08-22 18:10:29 -07:00
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sampler sam = sampler_state
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{
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texture = NULL;
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mipfilter = LINEAR;
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};
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float4 main(): sv_target
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{
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sampler sam2 = sam; // pass around.
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return tex2D(sam2, float2(0, 0));
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}
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2024-08-26 13:43:20 -07:00
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[pixel shader fail(sm>=6)]
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2024-08-22 18:10:29 -07:00
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sampler sam = sampler_state
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{
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foo = BAR;
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bar = FOO;
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mipfilter = PLACEHOLDER;
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};
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float4 main(): sv_target
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{
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return tex2D(sam, float2(0, 0));
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}
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2024-08-26 13:43:20 -07:00
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[pixel shader fail(sm>=6)]
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2024-08-22 18:10:29 -07:00
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// default value initializers make it more permissive but if types don't match
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// then the whole initializer is discarded.
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float4 f = {
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sampler_state
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{
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foo = BAR;
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bar = FOO;
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},
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1, 2, 3
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};
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float4 main(): sv_target
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{
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return 0;
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}
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[pixel shader fail]
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sampler sam {} = sampler_state {};
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float4 main() : sv_target { return 0; }
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% This fails because of invalid types.
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[pixel shader fail]
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sampler sam = 1 + sampler_state {};
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float4 main() : sv_target { return 0; }
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[pixel shader fail]
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sampler sam;
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sampler_state {} = sam;
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader fail]
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sampler_state {};
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float4 main() : sv_target
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{
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return 0;
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}
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[require]
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shader model < 6.0
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options: backcompat
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[pixel shader fail]
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// Cannot implicitly convert.
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// Causes segfault in DXC
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Texture2D tex = sampler_state
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{
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foo = BAR;
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bar = FOO;
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};
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sampler sam;
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float4 main(): sv_target
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{
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return tex2D(sam, float2(0, 0));
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}
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[require]
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shader model >= 5.0
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options: backcompat
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2024-08-26 13:43:20 -07:00
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[pixel shader fail(sm>=6)]
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2024-08-22 18:10:29 -07:00
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// Default values and sample_state work.
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// Requires sm5.
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struct
|
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{
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float4 f;
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sampler sam;
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float2 g;
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} apple = {
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1, 2, 3, 4,
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sampler_state
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{
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texture = NULL;
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mipfilter = LINEAR;
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},
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1, 1,
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};
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Texture2D tex;
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float4 main(): sv_target
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{
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return tex.Sample(apple.sam, apple.g);
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}
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