vkd3d/tests/hlsl-invalid.shader_test
Zebediah Figura 3d22df25fe vkd3d-shader: Create a separate variable for output varyings.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2021-03-30 20:38:41 +02:00

162 lines
2.0 KiB
Plaintext

[pixel shader fail]
float4 main() : sv_target
{
return y;
}
[pixel shader fail]
float4 main() : sv_target
{
float4 x = float4(0, 0, 0, 0);
x.xzzx = float4(1, 2, 3, 4);
return x;
}
[pixel shader fail]
float4 main(float2 pos : TEXCOORD0) : sv_target
{
float4 x = pos;
return x;
}
[pixel shader fail]
float4 563r(float2 45s : TEXCOORD0) : sv_target
{
float4 x = 45s;
return float4(x.x, x.y, 0, 0);
}
[pixel shader fail]
float4 main() : sv_target
{
struct { int b,c; } x = {0};
return x;
}
[pixel shader fail]
float4 main() : sv_target
{
struct {} x = {};
return x;
}
[pixel shader fail]
float4 main(float2 pos : TEXCOORD0) : sv_target
{
return;
}
[pixel shader fail]
void main(float2 pos : TEXCOORD0)
{
return pos;
}
[pixel shader fail]
float4 main(float2 pos : TEXCOORD0) : sv_target
{
return pos;
}
[pixel shader fail]
float4 main() : sv_target
{
float a[0];
return 0;
}
[pixel shader fail]
float4 main() : sv_target
{
float a[65537];
return 0;
}
[pixel shader fail]
float4 main() : sv_target
{
int x;
float a[(x = 2)];
return 0;
}
[pixel shader fail]
uniform float4 main() : sv_target
{
return 0;
}
[pixel shader fail]
typedef row_major float4x4 matrix_t;
typedef column_major matrix_t matrix2_t;
float4 main() : sv_target
{
return 0;
}
[pixel shader fail]
float4 main()
{
return 0;
}
[pixel shader fail]
float4 main(out float4 o : sv_target)
{
o = 1;
return 0;
}
[pixel shader fail]
float4 main(out float4 o) : sv_target
{
o = 1;
return 0;
}
[pixel shader fail]
float4 main(in float4 i) : sv_target
{
return 0;
}
[pixel shader fail]
struct {float4 a;};
float4 main() : sv_target
{
return 0;
}
[pixel shader fail]
float4 main() : sv_target
{
const float4 x;
return x;
}
[pixel shader fail]
struct input
{
float4 a;
};
float4 main(struct input i) : sv_target
{
return i.a;
}
[pixel shader fail]
struct output
{
float4 t : sv_target;
int a;
};
void main(out struct output o)
{
o.t = float4(0, 0, 0, 0);
o.a = 0;
}