% Test special "compile" keyword syntax to compile pixel and vertex shaders [pixel shader] float4 fun() : sv_target { return 0; } sampler sam { cat = compile ps_2_0 fun(); }; float4 main() : sv_target { return 0; } [pixel shader] float4 fun() : sv_target { return 0; } technique { pass { cat = compile ps_2_0 fun(); } } float4 main() : sv_target { return 0; } % Only uniform arguments are expected, even if undefined identifiers are used. [pixel shader] float4 fun(uniform float4 a, float4 b, uniform float4 c) : sv_target { return a + b + c; } technique { pass { cat = compile ps_2_0 fun(foobar, foobar); // Notice 2 arguments, not 3 } } float4 main() : sv_target { return 0; } [pixel shader fail(sm<6)] float4 fun(uniform float4 a, float4 b, uniform float4 c) : sv_target { return a + b + c; } technique { pass { // passing 3 arguments here is not valid because the function has only 2 uniforms. cat = compile ps_2_0 fun(1, 2, 3); } } float4 main() : sv_target { return 0; } [pixel shader fail(sm<6)] float4 fun() : sv_target { return 0; } float4 main() : sv_target { PixelShader ps1 = compile ps_2_0 fun(); // Object literals not allowed inside functions. return 0; } % Test the CompileShader() syntax. [pixel shader fail(sm>=6)] float arg1, arg2; float4 main_vertex(uniform float a) : sv_position { return a; } float4 main(uniform float a) : sv_target { return a; } // ^ dxc expects a semantic here. PixelShader ps1 = CompileShader(ps_2_0, main(arg2)); VertexShader vs1 = CompileShader(vs_2_0, main_vertex(arg1)); technique10 tech1 { pass pass1 { SetVertexShader(vs1); SetPixelShader(ps1); } } % Undefined identifiers are not allowed if CompileShader() is used outside a state block. [pixel shader fail] float4 main(uniform float a) : sv_target { return a; } PixelShader ps1 = CompileShader(ps_2_0, main(foobar)); % But undefined identifiers are allowed if inside a state block. [pixel shader fail(sm>=6)] float4 main_vertex(uniform float a) : sv_position { return a; } float4 main(uniform float a) : sv_target { return a; } // ^ dxc expects a semantic here. technique tech1 { pass pass1 { SetVertexShader(CompileShader(vs_2_0, main_vertex(foo))); SetPixelShader(CompileShader(ps_2_0, main(bar))); } } % Again only uniform parameters are expected [pixel shader fail] float aa, bb; float4 main(uniform float a, float b) : sv_target { return a; } PixelShader ps1 = CompileShader(ps_2_0, main(aa, bb)); % Only a set of target profiles are allowed [pixel shader fail(sm<6)] float4 main() : sv_target { return 0; } PixelShader ps1 = CompileShader(ps_6_0, main()); [pixel shader fail(sm<6)] float4 main() : sv_target { return 0; } PixelShader ps1 = CompileShader(fs_2_0, main()); % Shaders cannot be passed around to another variable: "Initializer must be literal expressions.". [pixel shader fail(sm<6) todo] float4 main() : sv_target { return 0; } PixelShader ps1 = CompileShader(ps_2_0, main()); PixelShader ps2 = ps1; [pixel shader fail(sm<6)] float4 main() : sv_target { return 0; } PixelShader ps1 = 42; [pixel shader todo] float4 main() : sv_target { return 0; } PixelShader ps1 = {42}; // braces make the type checking more permissive. % This compiles, but the default value of "f" is not written. [pixel shader todo fail(sm>=6)] float4 fun() : sv_target { return 0; } float f = {CompileShader(ps_2_0, fun())}; float4 main() : sv_target { return f; } % This also compiles, but the default value of "f" is not written. [pixel shader todo fail(sm>=6)] float4 fun() : sv_target { return 0; } float4 f = {1, 2, compile ps_2_0 fun(), 4}; float4 main() : sv_target { return f; } [pixel shader fail(sm<6)] float4 fun() : sv_target { return 0; } float4 main() : sv_target { PixelShader ps1 = CompileShader(ps_2_0, fun()); // Object literals not allowed inside functions. return 0; } % Default values are allowed for uniform variables. [pixel shader fail(sm>=6)] float4 fun(uniform float4 a, uniform float4 b = {1, 2, 3, 4}) : sv_target { return 8*a + b; } technique10 T1 { pass P1 { PixelShader = compile ps_4_0 fun(5); } } float4 main() : sv_target { return 0; } [pixel shader fail(sm>=6)] float4 fun(float4 a : COLOR0 = {-1, -2, -3, -4}, uniform float4 b = {1, 2, 3, 4}) : sv_target { return 8*a + b; } technique10 T1 { pass P1 { PixelShader = compile ps_4_0 fun(); } } float4 main() : sv_target { return 0; } [require] shader model >= 5.0 shader model < 6.0 % The following test segfaults on DXC. [pixel shader todo] float f; float4 foo(uniform float r) : sv_target { return r; } struct apple { float4 f; PixelShader ps; } a = {1, 2, 3, 4, compile ps_4_0 foo(f * f)}; technique { pass { PixelShader = a.ps; } } float4 main() : sv_target { return 0; } [test] todo draw quad probe (0, 0) rgba (0, 0, 0, 0) [require] shader model >= 4.0 shader model < 6.0 [effect fail] float4 fun(uniform float4 a, float4 b : FOO) : sv_target { return 0; } technique10 T0 { pass P0 { PixelShader = compile ps_4_0 fun(4, 5); } } [effect todo] float4 fun(uniform float4 a, float4 b : FOO) : sv_target { return 10 * a + b; } technique10 T0 { pass P0 { PixelShader = compile ps_4_0 fun(4); } }