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tests: Mark individual invalid shaders as todo.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -317,9 +317,6 @@ tests_shader_runner_SOURCES = \
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tests_vkd3d_api_LDADD = libvkd3d.la @DL_LIBS@
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tests_vkd3d_api_LDADD = libvkd3d.la @DL_LIBS@
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tests_vkd3d_shader_api_LDADD = libvkd3d-shader.la
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tests_vkd3d_shader_api_LDADD = libvkd3d-shader.la
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SHADER_TEST_LOG_COMPILER = tests/shader_runner
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SHADER_TEST_LOG_COMPILER = tests/shader_runner
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XFAIL_TESTS = \
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tests/hlsl-function.shader_test \
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tests/hlsl-return-implicit-conversion.shader_test
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endif
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endif
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EXTRA_DIST += $(vkd3d_shader_tests)
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EXTRA_DIST += $(vkd3d_shader_tests)
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@ -1,4 +1,4 @@
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[pixel shader fail]
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[pixel shader fail todo]
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float4 func();
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float4 func();
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@ -23,7 +23,7 @@ float4 main() : sv_target
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return 0;
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return 0;
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}
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}
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[pixel shader fail]
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[pixel shader fail todo]
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void func(inout float o)
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void func(inout float o)
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{
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{
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@ -37,7 +37,7 @@ float4 main() : sv_target
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return 0;
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return 0;
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}
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}
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[pixel shader fail]
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[pixel shader fail todo]
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void func(inout float2 o)
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void func(inout float2 o)
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{
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{
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@ -51,7 +51,7 @@ float4 main() : sv_target
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return 0;
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return 0;
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}
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}
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[pixel shader fail]
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[pixel shader fail todo]
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void func(out float o)
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void func(out float o)
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{
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{
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@ -65,7 +65,7 @@ float4 main() : sv_target
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return x;
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return x;
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}
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}
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[pixel shader fail]
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[pixel shader fail todo]
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void func(inout float o)
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void func(inout float o)
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{
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{
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@ -78,7 +78,7 @@ float4 main() : sv_target
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return x;
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return x;
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}
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}
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[pixel shader fail]
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[pixel shader fail todo]
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void func()
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void func()
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{
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{
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@ -89,7 +89,7 @@ float4 main() : sv_target
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return func();
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return func();
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}
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}
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[pixel shader fail]
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[pixel shader fail todo]
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void foo()
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void foo()
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{
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{
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@ -98,7 +98,7 @@ float4 main() : sv_target
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todo draw quad
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todo draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail]
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[pixel shader fail todo]
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float3x1 func()
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float3x1 func()
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{
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{
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return float1x3(0.4, 0.3, 0.2);
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return float1x3(0.4, 0.3, 0.2);
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@ -109,7 +109,7 @@ float4 main() : sv_target
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return float4(func(), 0.0);
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return float4(func(), 0.0);
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}
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}
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[pixel shader fail]
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[pixel shader fail todo]
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float1x3 func()
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float1x3 func()
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{
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{
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return float3x1(0.4, 0.3, 0.2);
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return float3x1(0.4, 0.3, 0.2);
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@ -165,7 +165,7 @@ float4 main() : sv_target
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todo draw quad
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todo draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail]
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[pixel shader fail todo]
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float3x1 func()
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float3x1 func()
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{
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{
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return float4(0.4, 0.3, 0.2, 0.1);
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return float4(0.4, 0.3, 0.2, 0.1);
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@ -191,7 +191,7 @@ float4 main() : sv_target
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todo draw quad
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todo draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail]
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[pixel shader fail todo]
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float3x1 func()
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float3x1 func()
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{
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{
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return float1x4(0.4, 0.3, 0.2, 0.1);
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return float1x4(0.4, 0.3, 0.2, 0.1);
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@ -217,7 +217,7 @@ float4 main() : sv_target
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todo draw quad
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todo draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail]
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[pixel shader fail todo]
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float1x3 func()
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float1x3 func()
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{
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{
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return float4x1(0.4, 0.3, 0.2, 0.1);
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return float4x1(0.4, 0.3, 0.2, 0.1);
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@ -80,6 +80,7 @@ enum parse_state
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STATE_REQUIRE,
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STATE_REQUIRE,
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STATE_SAMPLER,
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STATE_SAMPLER,
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STATE_SHADER_INVALID_PIXEL,
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STATE_SHADER_INVALID_PIXEL,
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STATE_SHADER_INVALID_PIXEL_TODO,
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STATE_SHADER_PIXEL,
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STATE_SHADER_PIXEL,
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STATE_SHADER_VERTEX,
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STATE_SHADER_VERTEX,
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STATE_TEXTURE,
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STATE_TEXTURE,
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@ -642,15 +643,24 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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break;
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break;
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case STATE_SHADER_INVALID_PIXEL:
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case STATE_SHADER_INVALID_PIXEL:
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case STATE_SHADER_INVALID_PIXEL_TODO:
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{
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{
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ID3D10Blob *blob = NULL, *errors = NULL;
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ID3D10Blob *blob = NULL, *errors = NULL;
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HRESULT hr;
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HRESULT hr;
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hr = D3DCompile(shader_source, strlen(shader_source), NULL,
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hr = D3DCompile(shader_source, strlen(shader_source), NULL,
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NULL, NULL, "main", "ps_4_0", 0, 0, &blob, &errors);
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NULL, NULL, "main", "ps_4_0", 0, 0, &blob, &errors);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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todo_if (state == STATE_SHADER_INVALID_PIXEL_TODO)
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ok(!blob, "Expected no compiled shader blob.\n");
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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ok(!!errors, "Expected non-NULL error blob.\n");
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if (hr == S_OK)
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{
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ID3D10Blob_Release(blob);
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}
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else
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{
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ok(!blob, "Expected no compiled shader blob.\n");
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ok(!!errors, "Expected non-NULL error blob.\n");
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}
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if (errors)
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if (errors)
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{
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{
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if (vkd3d_test_state.debug_level)
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if (vkd3d_test_state.debug_level)
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@ -735,6 +745,10 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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{
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{
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state = STATE_SHADER_INVALID_PIXEL;
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state = STATE_SHADER_INVALID_PIXEL;
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}
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}
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else if (!strcmp(line, "[pixel shader fail todo]\n"))
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{
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state = STATE_SHADER_INVALID_PIXEL_TODO;
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}
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else if (sscanf(line, "[sampler %u]\n", &index))
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else if (sscanf(line, "[sampler %u]\n", &index))
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{
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{
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state = STATE_SAMPLER;
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state = STATE_SAMPLER;
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@ -817,6 +831,7 @@ void run_shader_tests(struct shader_runner *runner, int argc, char **argv, const
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case STATE_PREPROC:
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case STATE_PREPROC:
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case STATE_PREPROC_INVALID:
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case STATE_PREPROC_INVALID:
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case STATE_SHADER_INVALID_PIXEL:
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case STATE_SHADER_INVALID_PIXEL:
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case STATE_SHADER_INVALID_PIXEL_TODO:
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case STATE_SHADER_PIXEL:
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case STATE_SHADER_PIXEL:
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case STATE_SHADER_VERTEX:
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case STATE_SHADER_VERTEX:
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{
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{
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