[pixel shader fail]

float4 func();

float4 main() : sv_target
{
    return func();
}

% It's legal to call an undefined function in unused code, though.

[pixel shader]

float4 func();

float4 unused()
{
    return func();
}

float4 main() : sv_target
{
    return 0;
}

[pixel shader fail]

void func(inout float o)
{
    o += 0.1;
}

float4 main() : sv_target
{
    float x = 0;
    func(x + 1);
    return 0;
}

[pixel shader fail]

void func(inout float2 o)
{
    o += 0.1;
}

float4 main() : sv_target
{
    float2 x = 0;
    func(x.yy);
    return 0;
}

[pixel shader fail]

void func(out float o)
{
    o = 0.1;
}

float4 main() : sv_target
{
    const float x = 0;
    func(x);
    return x;
}

[pixel shader fail]

void func(inout float o)
{
}

float4 main() : sv_target
{
    const float x = 0;
    func(x);
    return x;
}

[pixel shader fail]

void func()
{
}

float4 main() : sv_target
{
    return func();
}

[pixel shader fail]

void foo()
{
}

void bar()
{
    return foo();
}

float4 main() : sv_target
{
    bar();
    return 0;
}

% The function must have been at least declared before calling it. It may have
% been declared with a different but compatible type, though.

[pixel shader fail]

float4 main() : sv_target
{
    func();
    return 0;
}

void func()
{
}

[pixel shader]

void func();

float4 main() : sv_target
{
    func();
    return 0;
}

void func()
{
}

[pixel shader fail]

void func(float arg);

float4 main() : sv_target
{
    func();
    return 0;
}

void func()
{
}

[pixel shader todo]

/* This is something of an internal test: we need to make sure that we use the
 * correct variables for a function's arguments and returns regardless of
 * whether it's been defined yet.
 *
 * Also, make sure that we can handle the case where the argument names differ.
 */

float2 concat(float x, float y);

float2 func(void)
{
    return concat(0.1, 0.2);
}

float2 concat(float a, float b)
{
    return float2(a, b);
}

float4 main() : sv_target
{
    return float4(func(), concat(0.3, 0.4));
}

[test]
todo draw quad
todo probe all rgba (0.1, 0.2, 0.3, 0.4)

[pixel shader]

float func(in float a, out float b, inout float c)
{
    c -= 0.2;
    b = a * 2;
    return a + 0.2;
}

float4 main() : sv_target
{
    float x[2], ret;

    x[0] = 0.1;
    x[1] = 0.9;
    ret = func(0.3, x[0], x[1]);

    return float4(ret, x[0], x[1], 0);
}

[test]
draw quad
probe all rgba (0.5, 0.6, 0.7, 0)

[pixel shader]

void func(in float a, inout float2 b)
{
    b.y += 0.1;
    b *= a;
}

float4 main() : sv_target
{
    float3 q = float3(0.1, 0.2, 0.3);

    func(3.0, q.zx);
    func(0.5, q.yz);
    return float4(q, 0);
}

[test]
draw quad
probe all rgba (0.6, 0.1, 0.5, 0)

% Recursion is forbidden.

[pixel shader notimpl]

void bar();

void foo()
{
    bar();
}

void bar()
{
    foo();
}

float4 main() : sv_target
{
    foo();
    return 0;
}

[pixel shader notimpl]

% Even trivially finite recursion is forbidden.

void func(bool x)
{
    if (x)
        func(false);
}

float4 main() : sv_target
{
    func(true);
    return 0;
}