vkd3d/tests/hlsl-return-implicit-conversion.shader_test
Zebediah Figura 4d17758657 tests: Always compile HLSL shaders.
Do not rely on a draw or dispatch command to do this.

This allows more efficiently testing syntax, in cases where testing the actual
shader functionality is not interesting.
2022-11-08 20:52:57 +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 todo]
float3 func()
{
return float3x1(0.4, 0.3, 0.2);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
todo draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader todo]
float3 func()
{
return float1x3(0.4, 0.3, 0.2);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
todo draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader todo]
float1x3 func()
{
return float3(0.4, 0.3, 0.2);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
todo draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader todo]
float3x1 func()
{
return float3(0.4, 0.3, 0.2);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
todo 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 todo]
float3 func()
{
return float4(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
todo draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader todo]
float3 func()
{
return float4x1(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
todo draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader todo]
float3 func()
{
return float1x4(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
todo draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader fail todo]
float3x1 func()
{
return float4(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[pixel shader todo]
float3x1 func()
{
return float4x1(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
todo 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 todo]
float1x3 func()
{
return float4(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
todo 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 todo]
float1x3 func()
{
return float1x4(0.4, 0.3, 0.2, 0.1);
}
float4 main() : sv_target
{
return float4(func(), 0.0);
}
[test]
todo draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)