mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
57280673e5
The location of dxcompiler should be set during configuration with 'DXCOMPILER_LIBS=-L/path/to/dxcompiler', and then at runtime with LD_LIBRARY_PATH, WINEPATH or PATH as applicable. A new 'fail(sm<6)' decoration is needed on many shader declarations because dxcompiler succeeds on many shaders which fail with fxc. The opposite case is less common and is flagged with 'fail(sm>=6)'. A few tests cause dxcompiler to crash or hang, so these are avoided using [require], which now skips tests until reset instead of exiting. Also, 'todo(sm<6)' and 'todo(sm>=6)' are used to separate checking of results.
253 lines
3.2 KiB
Plaintext
253 lines
3.2 KiB
Plaintext
[pixel shader fail]
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float4 main() : sv_target
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{
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return y;
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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float4 x = float4(0, 0, 0, 0);
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x.xzzx = float4(1, 2, 3, 4);
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return x;
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}
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[pixel shader fail]
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float4 main(float2 pos : TEXCOORD0) : sv_target
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{
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float4 x = pos;
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return x;
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}
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[pixel shader fail]
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float4 563r(float2 45s : TEXCOORD0) : sv_target
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{
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float4 x = 45s;
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return float4(x.x, x.y, 0, 0);
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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struct { int b,c; } x = {0};
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return x;
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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struct {} x = {};
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return x;
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}
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[pixel shader fail]
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float4 main(float2 pos : TEXCOORD0) : sv_target
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{
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return;
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}
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[pixel shader fail]
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void main(float2 pos : TEXCOORD0)
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{
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return pos;
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}
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[pixel shader fail]
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float4 main(float2 pos : TEXCOORD0) : sv_target
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{
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return pos;
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}
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[pixel shader fail(sm<6)]
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float4 main() : sv_target
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{
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float a[0];
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return 0;
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}
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[pixel shader fail(sm<6)]
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float4 main() : sv_target
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{
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float a[65537];
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return 0;
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}
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[pixel shader fail]
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float4 main() : sv_target
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{
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int x;
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float a[(x = 2)];
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return 0;
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}
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[pixel shader fail]
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uniform float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader fail]
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float4 main()
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{
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return 0;
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}
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[pixel shader fail]
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float4 main(out float4 o : sv_target)
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{
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o = 1;
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return 0;
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}
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[pixel shader fail]
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float4 main(out float4 o) : sv_target
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{
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o = 1;
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return 0;
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}
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[pixel shader fail]
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float4 main(in float4 i) : sv_target
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{
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return 0;
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}
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[pixel shader fail]
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float4 main(float4 i) : sv_target
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{
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return 0;
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}
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[pixel shader fail]
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struct {float4 a;};
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader fail(sm<6)]
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float4 main() : sv_target
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{
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const float4 x;
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return x;
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}
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[pixel shader fail]
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struct input
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{
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float4 a;
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};
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float4 main(struct input i) : sv_target
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{
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return i.a;
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}
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[pixel shader fail]
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struct output
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{
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float4 t : sv_target;
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int a;
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};
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void main(out struct output o)
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{
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o.t = float4(0, 0, 0, 0);
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o.a = 0;
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}
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[pixel shader fail]
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uniform in float4 f;
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float4 main() : sv_target { return 0; }
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[pixel shader fail]
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in float4 f;
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float4 main() : sv_target { return 0; }
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[pixel shader fail]
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static uniform float4 f;
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float4 main() : sv_target { return 0; }
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[pixel shader fail]
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void main(out uniform float4 o : sv_target)
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{
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o = 0;
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}
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[pixel shader fail]
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void sub(out uniform float4 o)
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{
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o = 0;
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}
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void main(out float4 o : sv_target)
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{
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sub(o);
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}
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[pixel shader fail(sm<6)]
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void sub(in out uniform float4 o)
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{
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}
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void main(out float4 o : sv_target)
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{
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o = 0;
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sub(o);
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}
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[pixel shader fail]
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float4 main(void) : sv_target
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{
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uniform float f;
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return 0;
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}
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[pixel shader fail]
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float4 main(void) : sv_target
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{
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in float f;
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return 0;
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}
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[pixel shader fail(sm<6)]
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const const float4 c;
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail]
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typedef struct apple
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{
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float a;
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} apple_t;
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uniform const apple_t a;
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float4 main() : sv_target
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{
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a.a = 1;
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return a.a;
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}
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[pixel shader fail(sm<6)]
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struct apple
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{
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sampler sam;
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float4 aa;
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};
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static struct apple a;
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float4 main() : sv_target
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{
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return 1.0;
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}
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[pixel shader fail]
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float4 main() : sv_target;
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