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tests: Add some tests for HLSL storage qualifiers.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -64,6 +64,7 @@ vkd3d_shader_tests = \
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tests/hlsl-return-implicit-conversion.shader_test \
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tests/hlsl-return-void.shader_test \
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tests/hlsl-static-initializer.shader_test \
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tests/hlsl-storage-qualifiers.shader_test \
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tests/hlsl-struct-assignment.shader_test \
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tests/hlsl-struct-semantics.shader_test \
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tests/hlsl-vector-indexing.shader_test \
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@ -261,6 +262,7 @@ XFAIL_TESTS = \
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tests/hlsl-return-implicit-conversion.shader_test \
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tests/hlsl-return-void.shader_test \
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tests/hlsl-static-initializer.shader_test \
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tests/hlsl-storage-qualifiers.shader_test \
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tests/hlsl-struct-assignment.shader_test \
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tests/hlsl-struct-semantics.shader_test \
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tests/hlsl-vector-indexing.shader_test \
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@ -121,6 +121,12 @@ float4 main(in float4 i) : sv_target
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return 0;
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}
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[pixel shader fail]
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float4 main(float4 i) : 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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struct {float4 a;};
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@ -159,3 +165,57 @@ void main(out struct output o)
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o.t = float4(0, 0, 0, 0);
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o.a = 0;
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}
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[pixel shader fail]
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uniform in float4 f;
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float4 main() : sv_target { return 0; }
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[pixel shader fail]
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in float4 f;
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float4 main() : sv_target { return 0; }
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[pixel shader fail]
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static uniform float4 f;
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float4 main() : sv_target { return 0; }
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[pixel shader fail]
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void main(out uniform float4 o : sv_target)
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{
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o = 0;
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}
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[pixel shader fail]
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void sub(out uniform float4 o)
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{
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o = 0;
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}
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void main(out float4 o : sv_target)
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{
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sub(o);
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}
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[pixel shader fail]
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void sub(in out uniform float4 o)
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{
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}
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void main(out float4 o : sv_target)
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{
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o = 0;
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sub(o);
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}
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[pixel shader fail]
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float4 main(void) : sv_target
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{
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uniform float f;
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return 0;
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}
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[pixel shader fail]
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float4 main(void) : sv_target
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{
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in float f;
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return 0;
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}
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20
tests/hlsl-storage-qualifiers.shader_test
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20
tests/hlsl-storage-qualifiers.shader_test
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@ -0,0 +1,20 @@
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[pixel shader]
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void sub2(in uniform float4 i, out float4 o)
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{
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o = i;
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}
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void sub(float a, uniform float b, in float c, uniform in float d, out float4 o)
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{
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sub2(float4(a, b, c, d), o);
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}
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void main(in uniform float a, uniform float b, out float4 o : sv_target)
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{
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sub(a, b, 0.3, 0.4, o);
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}
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[test]
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uniform 0 float4 0.1 0.2 0.0 0.0
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draw quad
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probe all rgba (0.1, 0.2, 0.3, 0.4)
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