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tests: Add some simple tests for HLSL function calls.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Francisco Casas <fcasas@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -65,6 +65,7 @@ vkd3d_shader_tests = \
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tests/hlsl-cross.shader_test \
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tests/hlsl-duplicate-modifiers.shader_test \
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tests/hlsl-for.shader_test \
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tests/hlsl-function.shader_test \
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tests/hlsl-function-overload.shader_test \
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tests/hlsl-gather-offset.shader_test \
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tests/hlsl-gather.shader_test \
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@ -316,6 +317,7 @@ XFAIL_TESTS = \
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tests/hlsl-bool-cast.shader_test \
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tests/hlsl-duplicate-modifiers.shader_test \
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tests/hlsl-for.shader_test \
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tests/hlsl-function.shader_test \
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tests/hlsl-function-overload.shader_test \
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tests/hlsl-gather.shader_test \
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tests/hlsl-intrinsic-override.shader_test \
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164
tests/hlsl-function.shader_test
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164
tests/hlsl-function.shader_test
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@ -0,0 +1,164 @@
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[pixel shader fail]
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float4 func();
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float4 main() : sv_target
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{
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return func();
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}
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% It's legal to call an undefined function in unused code, though.
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[pixel shader]
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float4 func();
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float4 unused()
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{
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return func();
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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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void func(inout float o)
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{
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o += 0.1;
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}
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float4 main() : sv_target
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{
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float x = 0;
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func(x + 1);
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return 0;
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}
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[pixel shader fail]
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void func(inout float2 o)
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{
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o += 0.1;
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}
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float4 main() : sv_target
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{
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float2 x = 0;
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func(x.yy);
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return 0;
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}
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[pixel shader fail]
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void func(out float o)
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{
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o = 0.1;
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}
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float4 main() : sv_target
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{
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const float x = 0;
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func(x);
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return x;
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}
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[pixel shader fail]
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void func(inout float o)
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{
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}
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float4 main() : sv_target
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{
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const float x = 0;
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func(x);
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return x;
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}
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[pixel shader fail]
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void func()
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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 func();
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}
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[pixel shader fail]
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void foo()
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{
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}
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void bar()
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{
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return foo();
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}
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float4 main() : sv_target
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{
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bar();
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return 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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func();
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return 0;
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}
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void func()
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{
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}
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[pixel shader]
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float func(in float a, out float b, inout float c)
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{
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c -= 0.2;
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b = a * 2;
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return a + 0.2;
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}
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float4 main() : sv_target
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{
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float x[2], ret;
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x[0] = 0.1;
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x[1] = 0.9;
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ret = func(0.3, x[0], x[1]);
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return float4(ret, x[0], x[1], 0);
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}
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[test]
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draw quad
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probe all rgba (0.5, 0.6, 0.7, 0)
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[pixel shader]
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void func(in float a, inout float2 b)
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{
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b.y += 0.1;
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b *= a;
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}
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float4 main() : sv_target
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{
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float3 q = float3(0.1, 0.2, 0.3);
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func(3.0, q.zx);
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func(0.5, q.yz);
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return float4(q, 0);
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}
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[test]
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draw quad
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probe all rgba (0.6, 0.1, 0.5, 0)
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