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)