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https://gitlab.winehq.org/wine/vkd3d.git
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196 lines
2.7 KiB
Plaintext
196 lines
2.7 KiB
Plaintext
% Test implicit and explicit casts on function output parameters.
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[pixel shader]
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uniform float4 f;
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void func(out float4 o)
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{
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o = f;
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}
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float4 main() : sv_target
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{
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int4 x;
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func(x);
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return x;
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}
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[test]
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uniform 0 float4 -1.9 -1.0 2.9 4.0
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draw quad
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probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)
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% As above, but cast "x" to float4 first.
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% In SM 6 a cast seems to implicitly promote the type to const,
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% so it fails to match the parameter of func().
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[pixel shader fail(sm>=6)]
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uniform float4 f;
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void func(out float4 o)
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{
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o = f;
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}
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float4 main() : sv_target
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{
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int4 x;
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func((float4)x);
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return x;
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}
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[test]
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uniform 0 float4 -1.9 -1.0 2.9 4.0
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draw quad
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probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)
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% As above, but declare "x" as float4 and cast it to int4.
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[pixel shader fail(sm>=6)]
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uniform float4 f;
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void func(out float4 o)
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{
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o = f;
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}
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float4 main() : sv_target
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{
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float4 x;
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func((int4)x);
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return x;
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}
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[test]
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uniform 0 float4 -1.9 -1.0 2.9 4.0
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draw quad
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probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)
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[pixel shader]
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uniform int4 i;
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void func(inout float4 a)
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{
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a += 0.1;
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}
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float4 main() : sv_target
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{
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int4 x = i;
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func(x);
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return x;
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}
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[test]
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if(sm<4) uniform 0 float4 -2 0 1 -3000000
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if(sm>=4) uniform 0 int4 -2 0 1 -3000000
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draw quad
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probe (0, 0) rgba (-1.0, 0.0, 1.0, -3000000.0) 4
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% An explicit cast gets applied right before assignment, as if it was on the lhs.
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[pixel shader fail(sm>=6)]
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void fun(out float4 f)
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{
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f = float4(1.4, 2.6, 3.9, 4.3);
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}
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float4 main() : sv_target
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{
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float4 p;
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fun((int4) p);
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return p;
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}
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[test]
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draw quad
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probe (0, 0) rgba(1, 2, 3, 4)
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[pixel shader fail]
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void fun(out float2 f)
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{
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f = float2(1, 2);
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}
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float4 main() : sv_target
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{
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float4 p = {-1, -2, -3, -4};
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fun(p);
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return p;
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}
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[pixel shader todo fail]
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void fun(out float f)
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{
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f = 1;
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}
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float4 main() : sv_target
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{
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float4 p = {-1, -2, -3, -4};
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fun(p);
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return p;
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}
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% However, partial assigments can happen if there are explicit casts, as if
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% they were on the lhs of an assigment.
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[pixel shader todo]
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void fun(out float2 f)
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{
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f = float2(1, 2);
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}
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float4 main() : sv_target
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{
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float4 p = {-1, -2, -3, -4};
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fun((float2) p); // partial assigment to p.xy.
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return p;
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0) rgba(1, 2, -3, -4)
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[pixel shader fail]
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void fun(out float4 f)
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{
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f = float4(1, 2, 3, 4);
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}
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float4 main() : sv_target
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{
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float4 p = 0;
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fun((float2)p);
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return p;
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}
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[pixel shader fail(sm>=4)]
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void fun(out float4 f)
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{
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f = float4(1.1, 2.3, 3.6, 4.3);
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}
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float4 main() : sv_target
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{
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float4 p = 0;
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fun((float2x2)(int4)(float4)(half4)p);
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return p;
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}
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[test]
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draw quad
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probe (0, 0) rgba(1.1, 2.3, 3.6, 4.3)
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