vkd3d/tests/hlsl/return-implicit-conversion.shader_test
Conor McCarthy 57280673e5 tests/shader-runner: Test shaders with dxcompiler.
The location of dxcompiler should be set during configuration with
'DXCOMPILER_LIBS=-L/path/to/dxcompiler', and then at runtime with
LD_LIBRARY_PATH, WINEPATH or PATH as applicable.

A new 'fail(sm<6)' decoration is needed on many shader declarations
because dxcompiler succeeds on many shaders which fail with fxc. The
opposite case is less common and is flagged with 'fail(sm>=6)'. A few
tests cause dxcompiler to crash or hang, so these are avoided using
[require], which now skips tests until reset instead of exiting. Also,
'todo(sm<6)' and 'todo(sm>=6)' are used to separate checking of results.
2023-10-11 22:21:14 +02:00

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[pixel shader]
float4 main() : sv_target
{
return float2x2(0.4, 0.3, 0.2, 0.1);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.1)
[pixel shader]
float4 main() : sv_target
{
return float1x4(0.4, 0.3, 0.2, 0.1);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.1)
[pixel shader]
float4 main() : sv_target
{
return float4x1(0.4, 0.3, 0.2, 0.1);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.1)
[pixel shader]
float4x1 main() : sv_target
{
return float4(0.4, 0.3, 0.2, 0.1);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.1)
[pixel shader]
float3 func()
{
return float3x1(0.4, 0.3, 0.2);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader]
float3 func()
{
return float1x3(0.4, 0.3, 0.2);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader]
float1x3 func()
{
return float3(0.4, 0.3, 0.2);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader]
float3x1 func()
{
return float3(0.4, 0.3, 0.2);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader fail]
float3x1 func()
{
return float1x3(0.4, 0.3, 0.2);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[pixel shader fail]
float1x3 func()
{
return float3x1(0.4, 0.3, 0.2);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[pixel shader]
float3 func()
{
return float4(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader]
float3 func()
{
return float4x1(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader]
float3 func()
{
return float1x4(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader fail(sm<6) todo]
float3x1 func()
{
return float4(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[pixel shader]
float3x1 func()
{
return float4x1(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader fail]
float3x1 func()
{
return float1x4(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[pixel shader]
float1x3 func()
{
return float4(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader fail]
float1x3 func()
{
return float4x1(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[pixel shader]
float1x3 func()
{
return float1x4(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)