vkd3d/tests/hlsl/entry-point-semantics.shader_test
Zebediah Figura 6a514ebe8e tests: Avoid using "SV_Position" as a name for the vertex shader input.
We use vkd3d_shader_find_signature_element() in the Vulkan runner, and
vkd3d-shader translates SM1 position to "POSITION".
2023-12-14 23:19:30 +01:00

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% Test how semantics are determined when spread across the entry point's
% definition and its declarations.
[vertex shader]
void main(float4 pos : position, out float tex : texcoord, out float4 out_pos : sv_position)
{
tex = 0.2;
out_pos = pos;
}
[pixel shader fail]
float4 main(float tex : texcoord) : sv_target;
float4 main(float tex)
{
return tex;
}
[pixel shader fail]
float4 main(float tex)
{
return tex;
}
float4 main(float tex : texcoord) : sv_target;
[pixel shader]
float4 main(float tex : bogus) : bogus;
float4 main(float tex : texcoord) : sv_target
{
return tex;
}
[test]
draw quad
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2)
[pixel shader]
float4 main(float tex : texcoord) : sv_target
{
return tex;
}
float4 main(float tex : bogus) : bogus;
[test]
draw quad
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2)
[vertex shader]
void main(float4 pos : position, out float4 tex[4] : texcoord, out float4 out_pos : sv_position)
{
tex[0] = float4(10.0, 11.0, 12.0, 13.0);
tex[1] = float4(20.0, 21.0, 22.0, 23.0);
tex[2] = float4(30.0, 31.0, 32.0, 33.0);
tex[3] = float4(40.0, 41.0, 42.0, 43.0);
out_pos = pos;
}
% Array parameters of non-struct elements must have a semantic.
[pixel shader fail]
float4 main(in float2 arr[2]) : sv_target
{
return 0.0;
}
% Array elements with a semantic get successive indexes.
[pixel shader]
struct apple
{
float3 tp[4] : TEXCOORD0;
};
float4 main(in apple a) : sv_target
{
return float4(a.tp[0].x, a.tp[1].x, a.tp[2].x, a.tp[3].x);
}
[test]
draw quad
probe (0, 0) rgba (10.0, 20.0, 30.0, 40.0)
% Arrays of matrices get successive indexes.
[pixel shader]
struct apple
{
float4x2 tp[2] : TEXCOORD0;
};
float4 main(in apple a) : sv_target
{
return float4(a.tp[0][0].x, a.tp[0][1].x, a.tp[1][0].x, a.tp[1][1].x);
}
[test]
draw quad
probe (0, 0) rgba (10.0, 11.0, 30.0, 31.0)
% dxcompiler emits correct array addressing.
[require]
shader model < 6.0
% Arrays (even multi-dimensional) of struct elements are allowed. The fields in the different struct
% elements get the same indexes.
[pixel shader]
struct apple
{
float4 tc0 : TEXCOORD0;
float4 tc1 : TEXCOORD1;
};
float4 main(in apple aps[2][2]) : sv_target
{
return float4(aps[0][0].tc0.x, aps[1][1].tc0.x, aps[0][0].tc1.x, aps[1][1].tc1.x);
}
[test]
draw quad
todo(sm>=6) probe (0, 0) rgba (10.0, 10.0, 20.0, 20.0)
[pixel shader]
struct apple
{
float4 tc0 : TEXCOORD0;
};
struct banana
{
apple apl;
float4 tc1 : TEXCOORD1;
};
float4 main(in banana bans[2]) : sv_target
{
return float4(bans[0].apl.tc0.xy, bans[1].tc1.xy);
}
[test]
draw quad
todo(sm>=6) probe (0, 0) rgba (10.0, 11.0, 20.0, 21.0)
[require]
% reset requirements
[pixel shader fail]
struct apple
{
float2 miss; // missing semantic.
};
struct banana
{
apple apl[2];
float4 arb : UNUSED;
};
float4 main(in banana bans[2]) : sv_target
{
return 0.0;
}
[vertex shader fail]
struct apple
{
float2 miss; // missing semantic.
};
struct banana
{
apple apl[2];
float4 arb : UNUSED;
};
void main(out banana bans[2])
{
return 0.0;
}
[vertex shader]
struct apple
{
float4 tex[2] : TEXCOORD0;
};
void main(float4 pos : position, out apple apl, out float4 out_pos : sv_position)
{
apl.tex[0] = float4(1, 2, 3, 4);
apl.tex[1] = float4(10, 20, 30, 40);
out_pos = pos;
}
[pixel shader]
float4 main(in float4 tex0 : TEXCOORD0, in float4 tex1 : TEXCOORD1) : sv_target
{
return float4(tex0.xy, tex1.xy);
}
[test]
draw quad
probe (0, 0) rgba (1.0, 2.0, 10.0, 20.0)
% Output semantics cannot be mapped to more than one value.
[vertex shader fail(sm<6)]
struct apple
{
float2 tex : TEXCOORD0;
};
void main(float4 pos : position, out apple apls[2], out float4 out_pos : sv_position)
{
apls[0].tex = float2(1, 2);
apls[1].tex = float2(3, 4);
out_pos = pos;
}
[vertex shader fail]
struct apple
{
float2 f : SEMANTIC;
};
void main(float4 pos : position, out apple a, out apple b, out float4 out_pos : sv_position)
{
a.f = float2(1, 2);
b.f = float2(3, 4);
out_pos = pos;
}
% Semantic names are case-insensitive.
[vertex shader fail]
void main(float4 pos : position, out float2 a : sem0, out float2 b : SEM, out float4 out_pos : sv_position)
{
a = float2(1, 2);
b = float2(3, 4);
out_pos = pos;
}
[vertex shader]
void main(float4 pos : position, out float4 tex[4] : texcoord, out float4 out_pos : sv_position)
{
tex[0] = float4(10.0, 11.0, 12.0, 13.0);
tex[1] = float4(20.0, 21.0, 22.0, 23.0);
tex[2] = float4(30.0, 31.0, 32.0, 33.0);
tex[3] = float4(40.0, 41.0, 42.0, 43.0);
out_pos = pos;
}
% Arguments with the same semantic aren't aliased.
[pixel shader fail(sm>=6)]
float4 main(in float4 t1 : TEXCOORD0, in float4 t2 : TEXCOORD0) : sv_target
{
t1 = 99;
return float4(t1.xy, t2.xy);
}
[test]
todo(sm>=6) draw quad
probe (0, 0) rgba (99.0, 99.0, 10.0, 11.0)
% Different indexes of the same semantic can have different types.
[pixel shader]
float4 main(in float4 a : TEXCOORD0, in float3 b : TEXCOORD1) : sv_target
{
return float4(a.xy, b.xy);
}
[test]
draw quad
probe (0, 0) rgba (10.0, 11.0, 20.0, 21.0)
% In SM4, duplicated input semantics can only have different types if they have the same layout and
% register types. SM1 is permissive in this regard.
[pixel shader fail(sm>=6)]
float4 main(in float2 a : TEXCOORD0, in half2 b : TEXCOORD0, in float2x1 c: TEXCOORD0) : sv_target
{
return 0.0;
}
[pixel shader fail(sm>=6)]
float4 main(in uint2 a : TEXCOORD0, in int2 b : TEXCOORD0, in int2x1 c : TEXCOORD0, in bool2 d : TEXCOORD0) : sv_target
{
return 0.0;
}
[require]
shader model >= 4.0
[pixel shader fail]
float4 main(in float2 a : TEXCOORD0, in float3 b : TEXCOORD0) : sv_target
{
return 0.0;
}
[pixel shader fail]
float4 main(in float2 a : TEXCOORD0, in int2 b : TEXCOORD0) : sv_target
{
return 0.0;
}
% For some reason, vectors from row_major matrices are not considered as having the same layout as
% regular vectors.
[pixel shader fail todo]
float4 main(in float2 a : TEXCOORD0, row_major float1x2 b : TEXCOORD0) : sv_target
{
return 0.0;
}
[pixel shader fail]
float4 main(in float2 a : TEXCOORD0, row_major float2x1 b : TEXCOORD0) : sv_target
{
return 0.0;
}
[pixel shader fail todo]
float4 main(in float4 a : TEXCOORD0, row_major float1x4 b : TEXCOORD0) : sv_target
{
return 0.0;
}