vkd3d/tests/hlsl-return-implicit-conversion.shader_test
Giovanni Mascellani 312de24b9a tests: Test implicit conversions for return statements.
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2021-11-17 14:17:24 +01:00

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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]
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)