[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(sm<6)]

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]

/* 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]
draw quad
probe (0, 0) 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 (0, 0) 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 (0, 0) rgba (0.6, 0.1, 0.5, 0)

% Recursion is forbidden.

[pixel shader notimpl(sm<6) fail(sm>=6)]

void bar();

void foo()
{
    bar();
}

void bar()
{
    foo();
}

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

[pixel shader notimpl(sm<6) fail(sm>=6)]

% Even trivially finite recursion is forbidden.

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

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


[pixel shader]
float func(float a)
{
    return a + 1;
}

float4 main() : sv_target
{
    return float4(func(1.0), func(2.0), func(5.0), func(6.0));
}

[test]
draw quad
probe (0, 0) rgba (2.0, 3.0, 6.0, 7.0)


[pixel shader]
float func(float a)
{
    return a + 1;
}

float4 main() : sv_target
{
    float4 a = {func(1.0), func(2.0), func(5.0), func(6.0)};

    return a;
}

[test]
draw quad
probe (0, 0) rgba (2.0, 3.0, 6.0, 7.0)

% Inline modifier

[pixel shader]
inline float func(float a)
{
    return a + 1;
}

float4 main() : sv_target
{
    float4 a = {func(1.0), func(2.0), func(5.0), func(6.0)};

    return a;
}

[test]
draw quad
probe (0, 0) rgba (2.0, 3.0, 6.0, 7.0)

% Inline modifier used on entry point

[pixel shader fail(sm>=6)]
float func(float a)
{
    return a + 1;
}

inline float4 main() : sv_target
{
    float4 a = {func(1.0), func(2.0), func(5.0), func(6.0)};

    return a;
}

[test]
draw quad
probe (0, 0) rgba (2.0, 3.0, 6.0, 7.0)

% Export modifier

[pixel shader]
export float4 main() : sv_target
{
    return float4(1.0, 2.0, 3.0, 4.0);
}

[test]
draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)

% Default parameter values

[pixel shader]
float func(float a, float b = 2.0f, float c = 3.0f, float d=4.0f)
{
    return a + b + c + d;
}

float4 main() : sv_target
{
    return float4(func(1.0), func(1.0, 3.0), func(1.0, 3.0, 5.0), func(1.0, 3.0, 5.0, 7.0));
}

[test]
draw quad
probe (0, 0) rgba (10.0, 11.0, 13.0, 16.0)

[pixel shader]
float4 func(float4 a = 1.0, float4 b = float4(1.0, 2.0, 3.0, 4.0))
{
    return a + b;
}

float4 main() : sv_target
{
    return func() + func(float4(-3.0, -4.0, -5.0, -6.0), float4(3.0, 4.0, 5.0, 6.0));
}

[test]
draw quad
probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)

[pixel shader fail(sm>=6)]
float4 func(float4 a = 1.0, float4 b = {1.0, 2.0, 3.0, 4.0})
{
    return a + b;
}

float4 main() : sv_target
{
    return func() + func(float4(-3.0, -4.0, -5.0, -6.0), float4(3.0, 4.0, 5.0, 6.0));
}

[test]
draw quad
probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)


% For parameters, the order of matrix initializers is row-major.

[pixel shader]
float4 func(float2x2 m = float2x2(1, 2, 3, 4))
{
    return float4(m);
}

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

[test]
draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)

% Missing default value for parameter c.

[pixel shader fail]
float func(float a, float b = 1.0f, float c)
{
    return a + b + c;
}

float4 main() : sv_target
{
    return 0;
}

% Output parameters can't have default values for SM < 6.
% The default values for output parameters are ignored for SM6.

[pixel shader fail(sm<6)]
float func(float a, out float b = 1.0)
{
    b += a;
    return b;
}

float4 main() : sv_target
{
    return 0;
}

[pixel shader fail(sm<6)]
float func(float a, out float b = 1.0)
{
    b += a;
    return b;
}

float4 main() : sv_target
{
    float x = 2.0;
    float y = func(4.0, x);
    return float4(x, y, 0, 0);
}

[test]
todo(sm>=6 | glsl) draw quad
probe (0, 0) rgba (4.0, 4.0, 0.0, 0.0)

[pixel shader fail(sm<6)]
float func(float a, inout float b = 1.0)
{
    b += a;
    return b;
}

float4 main() : sv_target
{
    float x = 2.0;
    float y = func(4.0, x);
    return float4(x, y, 0, 0);
}

[test]
todo(glsl) draw quad
probe (0, 0) rgba (6.0, 6.0, 0.0, 0.0)

% Parameters before outputs can't have default values.

[pixel shader fail]
float func(float a = 1.0f, out float b)
{
    return a;
}

float4 main() : sv_target
{
    return 0;
}

[pixel shader fail]
float func(float a = 1.0f, inout float b)
{
    return a;
}

float4 main() : sv_target
{
    return 0;
}