[PATCH vkd3d v3 5/6] tests: Test implicit conversions for return statements.
Giovanni Mascellani
gmascellani at codeweavers.com
Mon Oct 25 02:06:29 CDT 2021
Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
---
...lsl-return-implicit-conversion.shader_test | 235 ++++++++++++++++++
1 file changed, 235 insertions(+)
diff --git a/tests/hlsl-return-implicit-conversion.shader_test b/tests/hlsl-return-implicit-conversion.shader_test
index 527387b3..654b51cf 100644
--- a/tests/hlsl-return-implicit-conversion.shader_test
+++ b/tests/hlsl-return-implicit-conversion.shader_test
@@ -7,3 +7,238 @@ float4 main() : sv_target
[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]
+float3 func()
+{
+ return float3x1(0.4, 0.3, 0.2);
+}
+
+float4 main() : sv_target
+{
+ return float4(func(), 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (0.4, 0.3, 0.2, 0.0)
+
+[pixel shader]
+float3 func()
+{
+ return float1x3(0.4, 0.3, 0.2);
+}
+
+float4 main() : sv_target
+{
+ return float4(func(), 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (0.4, 0.3, 0.2, 0.0)
+
+[pixel shader]
+float1x3 func()
+{
+ return float3(0.4, 0.3, 0.2);
+}
+
+float4 main() : sv_target
+{
+ return float4(func(), 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (0.4, 0.3, 0.2, 0.0)
+
+[pixel shader]
+float3x1 func()
+{
+ return float3(0.4, 0.3, 0.2);
+}
+
+float4 main() : sv_target
+{
+ return float4(func(), 0.0);
+}
+
+[test]
+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]
+float3 func()
+{
+ return float4(0.4, 0.3, 0.2, 0.1);
+}
+
+float4 main() : sv_target
+{
+ return float4(func(), 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (0.4, 0.3, 0.2, 0.0)
+
+[pixel shader]
+float3 func()
+{
+ return float4x1(0.4, 0.3, 0.2, 0.1);
+}
+
+float4 main() : sv_target
+{
+ return float4(func(), 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (0.4, 0.3, 0.2, 0.0)
+
+[pixel shader]
+float3 func()
+{
+ return float1x4(0.4, 0.3, 0.2, 0.1);
+}
+
+float4 main() : sv_target
+{
+ return float4(func(), 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (0.4, 0.3, 0.2, 0.0)
+
+[pixel shader fail]
+float3x1 func()
+{
+ return float4(0.4, 0.3, 0.2, 0.1);
+}
+
+float4 main() : sv_target
+{
+ return float4(func(), 0.0);
+}
+
+[pixel shader]
+float3x1 func()
+{
+ return float4x1(0.4, 0.3, 0.2, 0.1);
+}
+
+float4 main() : sv_target
+{
+ return float4(func(), 0.0);
+}
+
+[test]
+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]
+float1x3 func()
+{
+ return float4(0.4, 0.3, 0.2, 0.1);
+}
+
+float4 main() : sv_target
+{
+ return float4(func(), 0.0);
+}
+
+[test]
+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]
+float1x3 func()
+{
+ return float1x4(0.4, 0.3, 0.2, 0.1);
+}
+
+float4 main() : sv_target
+{
+ return float4(func(), 0.0);
+}
+
+[test]
+draw quad
+probe all rgba (0.4, 0.3, 0.2, 0.0)
--
2.33.0
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