vkd3d/tests/hlsl/state-block-syntax.shader_test

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[pixel shader fail(sm<6)]
sampler s
{
foo = float;
};
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail(sm<6)]
sampler s = sampler_state
{
foo = float;
};
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail(sm<6)]
sampler s
{
2 = 3;
};
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail(sm<6)]
sampler s
{
2;
};
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail(sm<6)]
sampler s
{
foo;
};
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail(sm<6)]
sampler s
{
foo = bar
};
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail]
sampler s {}
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail]
float f {} = 1;
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail]
float f = 1 {};
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail]
sampler s = sampler_state;
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail]
float f {} : register(c1);
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail(sm<6)]
float f
{
foo = (sampler)2;
};
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail(sm<6)]
float f
{
foo = (faketype)2;
};
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail(sm<6)]
float f
{
foo = (sampler)bar;
};
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader fail(sm<6)]
float f
{
foo = bar();
};
float4 main() : sv_target
{
return float4(0, 0, 0, 0);
}
[pixel shader]
float u : register(c1) {};
float4 main() : sv_target
{
float zero = 0;
float a {};
float b
{
foo = bar;
foo = bar;
foo = (int)2;
foo = (int)bar;
foo = float4(bar, baz, qux, xyzzy);
foo = zero++;
};
float c {}, d = 1, e;
struct {int a;} s {foo = bar;};
return float4(0, 1, zero, 1);
}
[test]
todo(glsl) draw quad
probe all rgba (0, 1, 0, 1)
% Arbitrary names are allowed in the lhs of state block entries.
[pixel shader]
sampler sam
{
Foobar = 3;
};
float4 main() : sv_target { return 0; }
% Undefined identifiers are allowed in state blocks.
[pixel shader]
sampler sam
{
Filter = arbitrary_identifier;
};
float4 main() : sv_target { return 0; }
% State blocks can be empty
[pixel shader]
sampler sams[2]
{
{
},
{
}
};
float4 main() : sv_target { return 0; }
% Multiple state blocks for array variables, as a list, are a thing.
[pixel shader]
sampler sams[2]
{
{
Filter = ANISOTROPIC;
},
{
Filter = ANISOTROPIC;
}
};
float4 main() : sv_target { return 0; }
% Multiple state blocks for multi-component variables, as a list, are a thing.
[pixel shader]
float2 val
{
{
Filter = ANISOTROPIC;
},
{
Filter = ANISOTROPIC;
}
};
float4 main() : sv_target { return 0; }
% The number of state blocks in the state block list must match the number of components.
[pixel shader fail(sm<6)]
sampler sams[2]
{
{
}
};
float4 main() : sv_target { return 0; }
[pixel shader fail(sm<6)]
sampler sams[2][2]
{
{
},
{
}
};
float4 main() : sv_target { return 0; }
[pixel shader fail(sm<6)]
float2 arr[2]
{
{
},
{
}
};
float4 main() : sv_target { return 0; }
[pixel shader]
float3 arr[2]
{
{
},
{
},
{
},
{
},
{
},
{
}
};
float4 main() : sv_target { return 0; }
[pixel shader fail(sm<6)]
sampler sams[2]
{
{
Filter = ANISOTROPIC;
},
{
Filter = ANISOTROPIC;
}, // trailing comma not allowed.
};
float4 main() : sv_target { return 0; }
% Multiple state blocks for multi-dimensional array variables are a thing.
[pixel shader]
sampler sams[2][2]
{
{
Filter = ANISOTROPIC;
},
{
Filter = ANISOTROPIC;
},
{
Filter = ANISOTROPIC;
},
{
Filter = ANISOTROPIC;
}
};
float4 main() : sv_target { return 0; }
% State blocks cannot be nested further than one level, regardless of multi-dimensionality.
[pixel shader fail(sm<6)]
sampler sams[2][2]
{
{
{
Filter = ANISOTROPIC;
},
{
Filter = ANISOTROPIC;
}
},
{
{
Filter = ANISOTROPIC;
},
{
Filter = ANISOTROPIC;
}
}
};
float4 main() : sv_target { return 0; }
% Variables of 1 component can still use a single state block without the need to put it inside a list.
[pixel shader]
sampler sams[1]
{
Filter = ANISOTROPIC;
};
float4 main() : sv_target { return 0; }
[pixel shader]
sampler sam
{
{
Filter = ANISOTROPIC;
}
};
float4 main() : sv_target { return 0; }
% It is possible to declare an empty state block
[pixel shader]
float f
{
};
float4 main() : sv_target { return 0; }
% State block entries may have indexes.
[pixel shader]
sampler sam
{
dogs[3] = 5;
};
float4 main() : sv_target { return 0; }
% State block entry indexes can only be integers, not even constant expressions are allowed.
[pixel shader fail(sm<6)]
sampler sam
{
dogs[3 + 4] = 10;
};
float4 main() : sv_target { return 0; }
% State block entry indexes can not be negative integers.
[pixel shader fail(sm<6)]
sampler sam
{
dogs[-2] = 10;
};
float4 main() : sv_target { return 0; }
[pixel shader fail(sm<6)]
static const int a = 5;
sampler sam
{
dogs[a] = 5;
};
float4 main() : sv_target { return 0; }
% State blocks may have bracket initializers on the rhs.
[pixel shader todo]
sampler sam
{
MaxAnisotropy = 3;
cat = {1, 2, {3, "string"}};
dogs[3] = {1, {2, {4}}, 3, any_identifier};
};
float4 main() : sv_target { return 0; }
% Even though using undefined identifiers is allowed, calls to undefined functions are not.
[pixel shader fail(sm<6)]
sampler sam
{
cat = fun();
};
float4 main() : sv_target { return 0; }
% PixelShader and VertexShader are valid identifiers for the lhs
[pixel shader]
sampler sam
{
pixelShader = 20;
PixelShader = 25;
VertexShader = 30;
vertexshader = 35;
};
float4 main() : sv_target { return 0; }
% State blocks are valid for numeric types.
[pixel shader]
float f
{
MaxAnisotropy = 3;
};
float4 main() : sv_target { return 0; }
% State blocks are valid for texture types.
[pixel shader]
Texture2D tex
{
MaxAnisotropy = 3;
};
float4 main() : sv_target { return 0; }
% Same rules apply for technique passes
[pixel shader todo]
technique
{
pass
{
cat = {1, 2, {3, "string"}};
dogs[3] = {1, {2, {4}}, 3, any_identifier};
}
}
float4 main() : sv_target { return 0; }
% Multi-dimensional arrays on the lhs on state blocks are syntax errors.
[pixel shader fail(sm<6)]
sampler sam
{
dogs[1][1] = 1;
};
float4 main() : sv_target { return 0; }
[pixel shader fail(sm<6)]
technique
{
pass
{
dogs[1][1] = 1;
}
}
float4 main() : sv_target { return 0; }
% Test complex expression on the rhs, including function calls.
[pixel shader]
float4 addition(float4 a, float4 b)
{
return a + b;
}
sampler sam
{
cat = addition(foo, bar) + p * q;
};
float4 main() : sv_target { return 0; }
% State blocks are valid for DepthStencilState
[pixel shader todo]
DepthStencilState dss1
{
DepthEnable = false;
DepthWriteMask = Zero;
DepthFunc = Less;
random_field = 12;
};
float4 main() : sv_target { return 0; }
% State blocks are valid for BlendState.
[pixel shader todo]
BlendState bs1
{
random_field = 1;
};
float4 main() : sv_target { return 0; }
% State blocks are valid for VertexShader and PixelShader
[pixel shader]
PixelShader ps1
{
random_field = 1;
};
VertexShader vs1
{
random_field = 1;
};
float4 main() : sv_target { return 0; }
% State blocks are valid for RasterizerState
[pixel shader todo]
RasterizerState rs
{
random_field = 1;
};
float4 main() : sv_target { return 0; }
% Undefined identifiers cannot be indexed.
[pixel shader fail(sm<6)]
float4 main() : sv_target { return 0; }
DepthStencilState dss1
{
RandomField = foobar[2];
};
% Undefined identifiers can be swizzled with .x which proves that they are considered scalar
[pixel shader todo]
float4 main() : sv_target { return 0; }
DepthStencilState dss1
{
RandomField = foobar.x;
};
[pixel shader fail(sm<6)]
float4 main() : sv_target { return 0; }
DepthStencilState dss1
{
RandomField = foobar.y;
};
% The type of previously defined variables is respected, but array indexes are not checked.
[pixel shader todo]
float4 arr[3];
float4 main() : sv_target { return 0; }
DepthStencilState dss1
{
RandomField = arr[90];
};
% The type of previously defined variables is respected, and swizzles are checked.
[pixel shader fail(sm<6)]
float3 vec;
float4 main() : sv_target { return 0; }
DepthStencilState dss1
{
RandomField = vec.w;
};