vkd3d/tests/hlsl/effect-compile.shader_test

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% 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 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 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]
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(glsl) 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);
}
}