vkd3d/tests/hlsl/function-overload.shader_test
2024-11-21 14:52:17 +01:00

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[pixel shader fail]
/* The same function signature cannot be defined twice. */
float func(int arg)
{
return 0.1;
}
float func(int arg)
{
return 0.1;
}
float4 main() : sv_target
{
return 0;
}
[pixel shader todo]
/* Test a basic overload. */
float func(int arg)
{
return 0.1;
}
float func(uint arg)
{
return 0.2;
}
float4 main() : sv_target
{
int i = 1;
uint u = 1;
return float4(func(i), func(u), func(int2(1, 1)), func(uint2(1, 1)));
}
[test]
todo(sm<6) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.1, 0.2)
[pixel shader fail todo]
float func(int arg)
{
return 1.0;
}
float func(uint arg)
{
return 2.0;
}
float4 main() : sv_target
{
return func(3); // whether 3 is signed or unsigned is unspecified.
}
[pixel shader todo]
float func(int arg)
{
return 1.0;
}
float func(uint arg)
{
return 2.0;
}
float4 main() : sv_target
{
int a = 3;
uint b = 3l;
return float4(func(a), func(b), func(3u), func(3lu));
}
[test]
todo(sm<6) draw quad
todo(sm<6) probe (0,0) rgba (1.0, 2.0, 2.0, 2.0)
% float and float1 can be defined separately...
[pixel shader]
void func(float arg) {}
void func(float1 arg) {}
float4 main() : sv_target
{
return 1.0;
}
% ...but invoking them is considered ambiguous and fails.
[pixel shader fail todo]
void func(float arg) {}
void func(float1 arg) {}
float4 main() : sv_target
{
float x = 1.0;
func(x);
return 1.0;
}
[pixel shader fail todo]
void func(float arg) {}
void func(float1 arg) {}
float4 main() : sv_target
{
float1 x = {1.0};
func(x);
return 1.0;
}
% This holds true even if one variant isn't actually defined.
[pixel shader fail todo]
void func(float arg);
void func(float1 arg) {}
float4 main() : sv_target
{
float1 x = {1.0};
func(x);
return 1.0;
}
% Narrows have the same priority, regardless of how much narrowing is done.
[pixel shader fail todo]
float4 func(float3 x)
{
return 0.0;
}
float4 func(float2 x)
{
return 1.0;
}
float4 main() : sv_target
{
return func(float4(0.0, 0.0, 0.0, 0.0));
}
% Even if one axis has less narrowing.
[pixel shader fail todo]
float4 func(float4x3 x)
{
return float4(x[0][0], x[0][0], x[0][0], x[0][0]);
}
float4 func(float2x2 x)
{
return float4(x[0][0], x[0][0], x[0][0], x[0][0]);
}
float4 main() : sv_target
{
float4x4 mtx = 0;
return func(mtx);
}
% Let C be the common type that would be produced in an arithmetic expression
% between the parameter and argument types. If C is the same as the parameter, the
% overload is preferred to the case where C is the same base type as the argument but
% narrower. E.g. in the following example, C is "float4" for the first function
% (same as the parameter) and "int2" for the second function (same base type as
% the argument, but narrower), so the first function is preferred.
[pixel shader todo]
float4 func(float4 x)
{
return 0.0;
}
float4 func(int2 x)
{
return 1.0;
}
float4 main() : sv_target
{
return func(int4(0, 0, 0, 0));
}
[test]
todo(sm<6) draw quad
todo(sm<6) probe (0, 0) rgba(0.0, 0.0, 0.0, 0.0)
% Let C be the common type that would be produced in an arithmetic expression
% between the parameter and argument types. If C is the same as the argument,
% the overload is preferred to the case where C is the same as the parameter
% but different to the argument. E.g. in the following example, C is "int" for
% the first function (same as the argument) and "float" for the second function
% (same as the parameter), so the first function is preferred.
[require]
% No minimum precision types prior to SM4.
shader model >= 4.0
[pixel shader todo(sm<6)]
float4 func(min16int x)
{
return 2.0;
}
float4 func(float x)
{
return 1.0;
}
float4 main() : sv_target
{
return func(int(0));
}
[test]
todo(sm<6) draw quad
todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
% Let C be the common type that would be produced in an arithmetic expression
% between the parameter and argument types. If C is "int" and the parameter is "uint", the
% overload is preferred to the case where C is the same as the argument.
% E.g. in the following example, C is "int" in both cases, but "int" <-> "uint"
% casts are preferred.
[pixel shader todo]
float4 func(uint x)
{
return 2.0;
}
float4 func(min16int x)
{
return 1.0;
}
float4 main() : sv_target
{
return func(int(0));
}
[test]
todo(sm<6) draw quad
todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
% Same as above.
[pixel shader todo]
float4 func(int x)
{
return 2.0;
}
float4 func(min16uint x)
{
return 1.0;
}
float4 main() : sv_target
{
return func(uint(0));
}
[test]
todo(sm<6) draw quad
todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
[require]
% Need SM5 for doubles.
shader model >= 5.0
% Let C be the common type that would be produced in an arithmetic expression
% between the parameter and argument types. If C is a promoted type of the argument
% (e.g: float and double for halfs; double for floats;), it is preferred over the case
% where C is equal to the argument.
% E.g. in the following example, C is "double" for the first function (a promoted
% type of the "float" argument) and "float" for the second function.
[pixel shader todo]
float4 func(double x)
{
return 2.0;
}
float4 func(int x)
{
return 1.0;
}
float4 main() : sv_target
{
return func(float(0));
}
[test]
todo(sm<6) draw quad
todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
% Let C be the common type that would be produced in an arithmetic expression
% between the parameter and argument types. If C has the same base type as the argument,
% but with more components, it is preferred over all other cases.
% E.g in the following example, "C" is "float2" (same base type as the "float"
% argument, but with more components) for the first function and "double" for the
% second function.
[require]
% Reset
[pixel shader todo]
float4 func(float2 x)
{
return 2.0;
}
float4 func(double x)
{
return 1.0;
}
float4 main() : sv_target
{
return func(float(0));
}
[test]
todo(sm<6) draw quad
todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
% Some matrices are implicitly compatible with vectors and will ambiguate with them.
[pixel shader fail todo]
float4 func(float2x2 x)
{
return 2.0;
}
float4 func(float4 x)
{
return 1.0;
}
float4 main() : sv_target
{
return func(float4(0, 0, 0, 0));
}
[pixel shader fail todo]
float4 func(float1x3 x)
{
return 2.0;
}
float4 func(float3 x)
{
return 1.0;
}
float4 main() : sv_target
{
return func(float4(0, 0, 0, 0));
}
% Structs are evaluated on a per-component basis.
[pixel shader fail todo]
struct a
{
float4 a;
};
struct b
{
float a[4];
};
struct c
{
float a;
float b;
float c;
float d;
};
float4 func(a x)
{
return 1.0;
}
float4 func(b x)
{
return 2.0;
}
float4 main() : sv_target
{
c x = {0.0, 0.0, 0.0, 0.0};
return func(x);
}
% Arrays are evaluated on a per component basis.
[pixel shader fail todo]
float4 func(float4 x[1])
{
return 1.0;
}
float4 func(float2 x[2])
{
return 2.0;
}
float4 main() : sv_target
{
float x[4] = {0, 0, 0, 0};
return func(x);
}
% Arrays do not implicitly convert from vectors, so they won't ambiguate.
[pixel shader]
float4 func(float4 x[1])
{
return 1.0;
}
float4 func(float2 x[2])
{
return 2.0;
}
float4 func(float4 x)
{
return 42.0;
}
float4 main() : sv_target
{
float4 x = float4(0, 0, 0, 0);
return func(x);
}
[test]
draw quad
probe (0, 0) rgba(42.0, 42.0, 42.0, 42.0)