mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
f08c0a7c03
But still throw hlsl_fixme() when there is more than one. Prioritizing among multiple compatible function overloads in the same way as the native compiler would require systematic testing.
176 lines
2.1 KiB
Plaintext
176 lines
2.1 KiB
Plaintext
[pixel shader]
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float fun(float a[2])
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{
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return 10 * a[0] + a[1];
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}
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float4 main() : sv_target
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{
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float f[2] = {2, 5};
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return fun(f);
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}
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[test]
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draw quad
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probe all rgba (25.0, 25.0, 25.0, 25.0)
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[pixel shader fail]
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float fun(float a[2])
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{
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return 0;
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}
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float4 main() : sv_target
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{
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int f[2] = {2, 5};
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return fun(f);
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}
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[pixel shader fail]
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float fun(float a[1])
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{
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return 0;
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}
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float4 main() : sv_target
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{
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float f = 4;
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return fun(f);
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}
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[pixel shader fail]
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float fun(int a[2])
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{
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return 0;
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}
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float4 main() : sv_target
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{
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float f[2] = {1, 2};
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return fun(f);
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}
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[pixel shader]
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float4 fun(float a[2][4])
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{
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float4 res;
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res.x = 10 * a[0][0] + a[1][0];
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res.y = 10 * a[0][1] + a[1][1];
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res.z = 10 * a[0][2] + a[1][2];
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res.w = 10 * a[0][3] + a[1][3];
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return res;
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}
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float4 main() : sv_target
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{
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float f[2][4] = {1, 2, 3, 4, 5, 6, 7, 8};
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return fun(f);
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}
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[test]
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draw quad
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probe all rgba (15.0, 26.0, 37.0, 48.0)
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[pixel shader fail]
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float fun(float a[2])
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{
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return a[2]; // out of bounds.
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}
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float4 main() : sv_target
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{
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float f[2] = {1, 2};
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return fun(f);
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}
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[pixel shader fail]
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float fun(float a[2])
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{
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return 0;
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}
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float4 main() : sv_target
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{
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float f[3] = {1, 2, 3};
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return fun(f);
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}
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% Implicit size arrays are not allowed.
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[pixel shader fail]
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float fun(float a[])
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{
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return 0;
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}
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float4 main() : sv_target
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{
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float f[2] = {1, 2};
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return fun(f);
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}
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[pixel shader fail]
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float4 fun(float a[4])
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{
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return 0;
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}
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float4 main() : sv_target
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{
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float4 v = {1, 2, 3, 4};
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return fun(v);
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}
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% Arrays with the same number of components are allowed.
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[pixel shader]
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float fun(float a[2][3])
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{
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return 100*a[0][0] + 10*a[0][2] + a[1][2];
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}
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float4 main() : sv_target
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{
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float f[3][2] = {1, 2, 3, 4, 5, 6};
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return fun(f);
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}
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[test]
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draw quad
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probe all rgba (136.0, 136.0, 136.0, 136.0)
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[pixel shader]
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float fun(float a[2][3])
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{
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return 100*a[0][0] + 10*a[1][0] + a[1][2];
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}
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float4 main() : sv_target
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{
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float f[6] = {7, 8, 9, 0, 1, 2};
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return fun(f);
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}
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[test]
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draw quad
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probe all rgba (702.0, 702.0, 702.0, 702.0)
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