Unfortunately, square brackets are used in HLSL for attributes, and are usually written on a line by themselves.
Angle brackets are used in HLSL as delimiters as well, but usually are not placed on a line by themselves.
Signed-off-by: Zebediah Figura zfigura@codeweavers.com --- This was the most appealing option for a section delimiter, but I'm open to others.
tests/abs.shader_test | 4 +- tests/cast-to-float.shader_test | 8 +- tests/cast-to-half.shader_test | 8 +- tests/cast-to-int.shader_test | 8 +- tests/cast-to-uint.shader_test | 8 +- tests/conditional.shader_test | 4 +- tests/floor.shader_test | 12 +- tests/hlsl-array-dimension.shader_test | 4 +- tests/hlsl-bool-cast.shader_test | 4 +- tests/hlsl-clamp.shader_test | 4 +- tests/hlsl-comma.shader_test | 4 +- tests/hlsl-cross.shader_test | 8 +- tests/hlsl-duplicate-modifiers.shader_test | 4 +- tests/hlsl-for.shader_test | 4 +- tests/hlsl-function-cast.shader_test | 16 +-- tests/hlsl-function-overload.shader_test | 6 +- tests/hlsl-function.shader_test | 26 ++-- tests/hlsl-gather-offset.shader_test | 32 ++--- tests/hlsl-gather.shader_test | 36 +++--- tests/hlsl-initializer-flatten.shader_test | 20 ++-- ...-initializer-invalid-arg-count.shader_test | 16 +-- .../hlsl-initializer-local-array.shader_test | 8 +- tests/hlsl-initializer-nested.shader_test | 12 +- tests/hlsl-initializer-numeric.shader_test | 16 +-- .../hlsl-initializer-static-array.shader_test | 8 +- tests/hlsl-initializer-struct.shader_test | 12 +- tests/hlsl-intrinsic-override.shader_test | 8 +- tests/hlsl-invalid.shader_test | 68 +++++------ tests/hlsl-majority-pragma.shader_test | 4 +- tests/hlsl-majority-typedef.shader_test | 4 +- tests/hlsl-mul.shader_test | 72 +++++------ tests/hlsl-nested-arrays.shader_test | 6 +- ...numeric-constructor-truncation.shader_test | 8 +- tests/hlsl-numeric-types.shader_test | 30 ++--- tests/hlsl-operations.shader_test | 112 +++++++++--------- ...lsl-return-implicit-conversion.shader_test | 66 +++++------ tests/hlsl-return-void.shader_test | 4 +- tests/hlsl-shape.shader_test | 108 ++++++++--------- ...lsl-single-numeric-initializer.shader_test | 8 +- tests/hlsl-state-block-syntax.shader_test | 34 +++--- tests/hlsl-static-initializer.shader_test | 4 +- tests/hlsl-storage-qualifiers.shader_test | 4 +- tests/hlsl-struct-assignment.shader_test | 4 +- tests/hlsl-struct-semantics.shader_test | 4 +- .../hlsl-vector-indexing-uniform.shader_test | 4 +- tests/hlsl-vector-indexing.shader_test | 4 +- tests/math.shader_test | 4 +- tests/max.shader_test | 8 +- tests/pow.shader_test | 4 +- tests/preproc-if-expr.shader_test | 98 +++++++-------- tests/preproc-if.shader_test | 34 +++--- tests/preproc-ifdef.shader_test | 28 ++--- tests/preproc-invalid.shader_test | 6 +- tests/preproc-macro.shader_test | 108 ++++++++--------- tests/preproc-misc.shader_test | 36 +++--- tests/round.shader_test | 12 +- tests/sampler-offset.shader_test | 16 +-- tests/sampler.shader_test | 12 +- tests/saturate.shader_test | 8 +- tests/shader_runner.c | 29 ++--- tests/swizzle-0.shader_test | 4 +- tests/swizzle-1.shader_test | 4 +- tests/swizzle-2.shader_test | 4 +- tests/swizzle-3.shader_test | 4 +- tests/swizzle-4.shader_test | 4 +- tests/swizzle-5.shader_test | 4 +- tests/swizzle-6.shader_test | 4 +- tests/swizzle-7.shader_test | 4 +- tests/texture-load-typed.shader_test | 14 +-- tests/texture-load.shader_test | 6 +- tests/trigonometry.shader_test | 4 +- tests/writemask-assignop-0.shader_test | 4 +- tests/writemask-assignop-1.shader_test | 4 +- tests/writemask-assignop-2.shader_test | 4 +- tests/writemask-assignop-3.shader_test | 4 +- 75 files changed, 660 insertions(+), 663 deletions(-)
diff --git a/tests/abs.shader_test b/tests/abs.shader_test index 6fa6d1ca7..72222f794 100644 --- a/tests/abs.shader_test +++ b/tests/abs.shader_test @@ -1,10 +1,10 @@ -[pixel shader] +<pixel shader> float4 main(uniform float2 u) : sv_target { return float4(abs(u), abs(u.x - 0.5), abs(-0.4)); }
-[test] +<test> uniform 0 float4 0.1 0.7 0.0 0.0 draw quad probe all rgba (0.1, 0.7, 0.4, 0.4) diff --git a/tests/cast-to-float.shader_test b/tests/cast-to-float.shader_test index 75822e527..d1dc5b339 100644 --- a/tests/cast-to-float.shader_test +++ b/tests/cast-to-float.shader_test @@ -1,11 +1,11 @@ -[pixel shader] +<pixel shader>
float4 main(uniform int i, uniform uint u, uniform bool b, uniform half h) : sv_target { return float4(((float)i) + 1.5, ((float)u) - 2.5, ((float)b) / 2, h); }
-[test] +<test> uniform 0 int -1 uniform 1 uint 3 uniform 2 int -2 @@ -13,7 +13,7 @@ uniform 3 float 0.5 draw quad probe all rgba (0.5, 0.5, 0.5, 0.5)
-[pixel shader] +<pixel shader>
float4 main() : sv_target { @@ -24,6 +24,6 @@ float4 main() : sv_target return float4(((float)i) + 1.5, ((float)u) - 2.5, ((float)b) / 2, h); }
-[test] +<test> draw quad probe all rgba (0.5, 0.5, 0.5, 0.5) diff --git a/tests/cast-to-half.shader_test b/tests/cast-to-half.shader_test index 6db5412de..dc0617fcd 100644 --- a/tests/cast-to-half.shader_test +++ b/tests/cast-to-half.shader_test @@ -1,11 +1,11 @@ -[pixel shader] +<pixel shader>
float4 main(uniform int i, uniform uint u, uniform bool b, uniform float f) : sv_target { return float4(((half)i) + 1.5, ((half)u) - 2.5, ((half)b) / 2, f); }
-[test] +<test> uniform 0 int -1 uniform 1 uint 3 uniform 2 int -2 @@ -13,7 +13,7 @@ uniform 3 float 0.5 draw quad probe all rgba (0.5, 0.5, 0.5, 0.5)
-[pixel shader] +<pixel shader>
float4 main() : sv_target { @@ -24,6 +24,6 @@ float4 main() : sv_target return float4(((half)i) + 1.5, ((half)u) - 2.5, ((half)b) / 2, f); }
-[test] +<test> draw quad probe all rgba (0.5, 0.5, 0.5, 0.5) diff --git a/tests/cast-to-int.shader_test b/tests/cast-to-int.shader_test index c7d1e23c3..c21069578 100644 --- a/tests/cast-to-int.shader_test +++ b/tests/cast-to-int.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader>
float4 main(uniform float f, uniform uint u, uniform bool b, uniform half h) : sv_target { @@ -11,7 +11,7 @@ float4 main(uniform float f, uniform uint u, uniform bool b, uniform half h) : s return ret; }
-[test] +<test> uniform 0 float 2.6 uniform 1 int -2 uniform 2 int -2 @@ -19,7 +19,7 @@ uniform 3 float -3.6 draw quad probe all rgba (0.5, 0.5, 0.5, 0.5)
-[pixel shader] +<pixel shader>
float4 main() : sv_target { @@ -36,6 +36,6 @@ float4 main() : sv_target return ret; }
-[test] +<test> draw quad probe all rgba (0.5, 0.5, 0.5, 0.5) diff --git a/tests/cast-to-uint.shader_test b/tests/cast-to-uint.shader_test index 01b0442cf..5a0d5d099 100644 --- a/tests/cast-to-uint.shader_test +++ b/tests/cast-to-uint.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader>
float4 main(uniform float f, uniform int i, uniform bool b, uniform half h) : sv_target { @@ -11,7 +11,7 @@ float4 main(uniform float f, uniform int i, uniform bool b, uniform half h) : sv return ret; }
-[test] +<test> uniform 0 float 2.6 uniform 1 int 2 uniform 2 int -2 @@ -19,7 +19,7 @@ uniform 3 float -3.6 draw quad probe all rgba (0.5, 0.5, 0.5, 0.5)
-[pixel shader] +<pixel shader>
float4 main() : sv_target { @@ -36,6 +36,6 @@ float4 main() : sv_target return ret; }
-[test] +<test> draw quad probe all rgba (0.5, 0.5, 0.5, 0.5) diff --git a/tests/conditional.shader_test b/tests/conditional.shader_test index 70718f117..8d1ba4969 100644 --- a/tests/conditional.shader_test +++ b/tests/conditional.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main(float4 pos : SV_POSITION) : SV_TARGET { if(pos.x > 200.0) @@ -7,7 +7,7 @@ float4 main(float4 pos : SV_POSITION) : SV_TARGET return float4(0.9, 0.8, 0.7, 0.6); }
-[test] +<test> draw quad probe rect rgba (0, 0, 200, 480) (0.9, 0.8, 0.7, 0.6) probe rect rgba (200, 0, 440, 480) (0.1, 0.2, 0.3, 0.4) diff --git a/tests/floor.shader_test b/tests/floor.shader_test index 033d759ca..123d6eba9 100644 --- a/tests/floor.shader_test +++ b/tests/floor.shader_test @@ -1,15 +1,15 @@ -[pixel shader] +<pixel shader> float4 main(uniform float4 u) : sv_target { return floor(u); }
-[test] +<test> uniform 0 float4 -0.5 6.5 7.5 3.4 draw quad probe all rgba (-1.0, 6.0, 7.0, 3.0) 4
-[pixel shader] +<pixel shader> float4 main(uniform float4 u) : sv_target { float a = floor(u.r); @@ -18,12 +18,12 @@ float4 main(uniform float4 u) : sv_target return floor(res); }
-[test] +<test> uniform 0 float4 -0.5 6.5 7.5 3.4 draw quad probe all rgba (6.0, 7.0, -1.0, 3.0) 4
-[pixel shader] +<pixel shader> float4 main(uniform int4 u) : sv_target { float a = floor(u.r); @@ -32,7 +32,7 @@ float4 main(uniform int4 u) : sv_target return floor(res); }
-[test] +<test> uniform 0 int4 -1 6 7 3 draw quad probe all rgba (6.0, 7.0, -1.0, 3.0) 4 diff --git a/tests/hlsl-array-dimension.shader_test b/tests/hlsl-array-dimension.shader_test index 469d36bf6..51776ed75 100644 --- a/tests/hlsl-array-dimension.shader_test +++ b/tests/hlsl-array-dimension.shader_test @@ -1,6 +1,6 @@ % Test what kinds of expressions are valid array dimensions.
-[pixel shader] +<pixel shader> float4 main() : sv_target { const int dim = 4; @@ -12,6 +12,6 @@ float4 main() : sv_target return float4(d[0], c[0], c[1], c[3]); }
-[test] +<test> draw quad probe all rgba (0.1, 0.1, 0.2, 0.4) diff --git a/tests/hlsl-bool-cast.shader_test b/tests/hlsl-bool-cast.shader_test index 8880b2f5d..0d19f454f 100644 --- a/tests/hlsl-bool-cast.shader_test +++ b/tests/hlsl-bool-cast.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main() : SV_TARGET { return float4( @@ -9,6 +9,6 @@ float4 main() : SV_TARGET ); }
-[test] +<test> draw quad probe all rgba (0.0, 0.0, 1.0, 1.0) diff --git a/tests/hlsl-clamp.shader_test b/tests/hlsl-clamp.shader_test index 73f396fff..1b31db84a 100644 --- a/tests/hlsl-clamp.shader_test +++ b/tests/hlsl-clamp.shader_test @@ -1,10 +1,10 @@ -[pixel shader] +<pixel shader> float4 main(uniform float u, uniform float v, uniform float w) : sv_target { return float4(clamp(u, v, w), clamp(0.9, v, w), clamp(u, -0.5, w), clamp(0.6, -0.4, 0.3)); }
-[test] +<test> uniform 0 float4 -0.3 -0.1 0.7 0.0 draw quad probe all rgba (-0.1, 0.7, -0.3, 0.3) diff --git a/tests/hlsl-comma.shader_test b/tests/hlsl-comma.shader_test index 23bee71a1..7c79a939e 100644 --- a/tests/hlsl-comma.shader_test +++ b/tests/hlsl-comma.shader_test @@ -1,10 +1,10 @@ -[pixel shader] +<pixel shader> float4 main(): sv_target { float4 ret; return (ret = float4(0.1, 0.2, 0.3, 0.4)), ret + 0.5; }
-[test] +<test> draw quad probe all rgba (0.6, 0.7, 0.8, 0.9) diff --git a/tests/hlsl-cross.shader_test b/tests/hlsl-cross.shader_test index 101db6071..568ff548d 100644 --- a/tests/hlsl-cross.shader_test +++ b/tests/hlsl-cross.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main(uniform float4 u, uniform float4 v) : sv_target { float4 res = float4(0, 0, 0, 0); @@ -6,7 +6,7 @@ float4 main(uniform float4 u, uniform float4 v) : sv_target return res; }
-[test] +<test> uniform 0 float4 1 -2 3 4 uniform 4 float4 10 100 1000 10000 draw quad @@ -14,7 +14,7 @@ probe all rgba (-2300, -970, 120, 0)
-[pixel shader] +<pixel shader> float4 main(uniform float4 u) : sv_target { float4 res = float4(0, 0, 0, 3.5); @@ -22,7 +22,7 @@ float4 main(uniform float4 u) : sv_target return res; }
-[test] +<test> uniform 0 float4 1 -2 3 4 draw quad probe all rgba (-20, 8, 12, 3.5) diff --git a/tests/hlsl-duplicate-modifiers.shader_test b/tests/hlsl-duplicate-modifiers.shader_test index 6491701ae..c9a3154eb 100644 --- a/tests/hlsl-duplicate-modifiers.shader_test +++ b/tests/hlsl-duplicate-modifiers.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> typedef const precise row_major float2x2 mat_t; float4 main() : sv_target { @@ -6,6 +6,6 @@ float4 main() : sv_target return mat; }
-[test] +<test> draw quad probe all rgba (0.1, 0.2, 0.3, 0.4) diff --git a/tests/hlsl-for.shader_test b/tests/hlsl-for.shader_test index b133ce996..d3e2adb2d 100644 --- a/tests/hlsl-for.shader_test +++ b/tests/hlsl-for.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main(float4 pos : SV_POSITION) : SV_TARGET { int i; @@ -15,7 +15,7 @@ float4 main(float4 pos : SV_POSITION) : SV_TARGET return float4(i, x, 0.0, 0.0); }
-[test] +<test> draw quad probe rgba (0, 0) (10.0, 35.0, 0.0, 0.0) probe rgba (1, 0) (5.0, 10.0, 0.0, 0.0) diff --git a/tests/hlsl-function-cast.shader_test b/tests/hlsl-function-cast.shader_test index 4f80ac596..52ba69fb5 100644 --- a/tests/hlsl-function-cast.shader_test +++ b/tests/hlsl-function-cast.shader_test @@ -1,6 +1,6 @@ % Test implicit and explicit casts on function output parameters.
-[pixel shader] +<pixel shader>
uniform float4 f;
@@ -16,14 +16,14 @@ float4 main() : sv_target return x; }
-[test] +<test> uniform 0 float4 -1.9 -1.0 2.9 4.0 draw quad probe all rgba (-1.0, -1.0, 2.0, 4.0)
% As above, but cast "x" to float4 first.
-[pixel shader] +<pixel shader>
uniform float4 f;
@@ -39,14 +39,14 @@ float4 main() : sv_target return x; }
-[test] +<test> uniform 0 float4 -1.9 -1.0 2.9 4.0 draw quad probe all rgba (-1.0, -1.0, 2.0, 4.0)
% As above, but declare "x" as float4 and cast it to int4.
-[pixel shader] +<pixel shader>
uniform float4 f;
@@ -62,12 +62,12 @@ float4 main() : sv_target return x; }
-[test] +<test> uniform 0 float4 -1.9 -1.0 2.9 4.0 draw quad probe all rgba (-1.0, -1.0, 2.0, 4.0)
-[pixel shader] +<pixel shader>
void func(inout float4 a) { @@ -81,7 +81,7 @@ float4 main(uniform int4 i) : sv_target return x; }
-[test] +<test> uniform 0 int4 -2 0 1 -3000000 draw quad probe all rgba (-1.0, 0.0, 1.0, -3000000.0) diff --git a/tests/hlsl-function-overload.shader_test b/tests/hlsl-function-overload.shader_test index c6e0ccfec..676bd8f2a 100644 --- a/tests/hlsl-function-overload.shader_test +++ b/tests/hlsl-function-overload.shader_test @@ -1,4 +1,4 @@ -[pixel shader fail] +<pixel shader fail> /* The same function signature cannot be defined twice. */
float func(int arg) @@ -16,7 +16,7 @@ float4 main() : sv_target return 0; }
-[pixel shader] +<pixel shader> /* Test a basic overload. */ float func(int arg) { @@ -35,6 +35,6 @@ float4 main() : sv_target return float4(func(i), func(u), func(int2(1, 1)), func(uint2(1, 1))); }
-[test] +<test> draw quad probe all rgba (0.1, 0.2, 0.1, 0.2) diff --git a/tests/hlsl-function.shader_test b/tests/hlsl-function.shader_test index 8d17605b5..cb96f1e57 100644 --- a/tests/hlsl-function.shader_test +++ b/tests/hlsl-function.shader_test @@ -1,4 +1,4 @@ -[pixel shader fail] +<pixel shader fail>
float4 func();
@@ -9,7 +9,7 @@ float4 main() : sv_target
% It's legal to call an undefined function in unused code, though.
-[pixel shader] +<pixel shader>
float4 func();
@@ -23,7 +23,7 @@ float4 main() : sv_target return 0; }
-[pixel shader fail] +<pixel shader fail>
void func(inout float o) { @@ -37,7 +37,7 @@ float4 main() : sv_target return 0; }
-[pixel shader fail] +<pixel shader fail>
void func(inout float2 o) { @@ -51,7 +51,7 @@ float4 main() : sv_target return 0; }
-[pixel shader fail] +<pixel shader fail>
void func(out float o) { @@ -65,7 +65,7 @@ float4 main() : sv_target return x; }
-[pixel shader fail] +<pixel shader fail>
void func(inout float o) { @@ -78,7 +78,7 @@ float4 main() : sv_target return x; }
-[pixel shader fail] +<pixel shader fail>
void func() { @@ -89,7 +89,7 @@ float4 main() : sv_target return func(); }
-[pixel shader fail] +<pixel shader fail>
void foo() { @@ -106,7 +106,7 @@ float4 main() : sv_target return 0; }
-[pixel shader fail] +<pixel shader fail>
float4 main() : sv_target { @@ -118,7 +118,7 @@ void func() { }
-[pixel shader] +<pixel shader>
float func(in float a, out float b, inout float c) { @@ -138,11 +138,11 @@ float4 main() : sv_target return float4(ret, x[0], x[1], 0); }
-[test] +<test> draw quad probe all rgba (0.5, 0.6, 0.7, 0)
-[pixel shader] +<pixel shader>
void func(in float a, inout float2 b) { @@ -159,6 +159,6 @@ float4 main() : sv_target return float4(q, 0); }
-[test] +<test> draw quad probe all rgba (0.6, 0.1, 0.5, 0) diff --git a/tests/hlsl-gather-offset.shader_test b/tests/hlsl-gather-offset.shader_test index 51e6a6b64..e19409d11 100644 --- a/tests/hlsl-gather-offset.shader_test +++ b/tests/hlsl-gather-offset.shader_test @@ -1,19 +1,19 @@ -[require] +<require> shader model >= 4.1
-[sampler 0] +<sampler 0> filter linear linear linear address clamp clamp clamp
-[texture 0] +<texture 0> size (3, 3) 0.0 0.0 0.0 0.4 0.1 0.0 0.5 0.0 0.2 0.0 0.0 0.4 0.0 0.1 0.5 0.0 0.1 0.1 0.0 0.4 0.2 0.1 0.5 0.0 0.0 0.2 0.0 0.4 0.1 0.2 0.5 0.0 0.2 0.2 0.0 0.4
-[pixel shader] +<pixel shader> sampler s; Texture2D t;
@@ -22,12 +22,12 @@ float4 main() : sv_target return t.Gather(s, float2(0.2, 0.2), int2(1, 0)); }
-[test] +<test> draw quad probe all rgba (0.1, 0.2, 0.2, 0.1)
-[pixel shader] +<pixel shader> sampler s; Texture2D t;
@@ -36,16 +36,16 @@ float4 main() : sv_target return t.GatherRed(s, float2(0.6, 0.6), int2(-1, 0)); }
-[test] +<test> draw quad probe all rgba (0.0, 0.1, 0.1, 0.0)
-[require] +<require> shader model >= 5.0
-[pixel shader] +<pixel shader> SamplerState s; Texture2D t;
@@ -54,12 +54,12 @@ float4 main() : sv_target return t.GatherGreen(s, float2(0.2, 0.2), int2(0, 1)); }
-[test] +<test> draw quad probe all rgba (0.2, 0.2, 0.1, 0.1)
-[pixel shader] +<pixel shader> SamplerState s; Texture2D t;
@@ -68,12 +68,12 @@ float4 main() : sv_target return t.GatherGreen(s, float2(0.8, 0.8), int2(-1, -1)); }
-[test] +<test> draw quad probe all rgba (0.1, 0.1, 0.0, 0.0)
-[pixel shader] +<pixel shader> SamplerState s; Texture2D t;
@@ -82,12 +82,12 @@ float4 main() : sv_target return t.GatherBlue(s, float2(0.2, 0.8), int2(1, 0)); }
-[test] +<test> draw quad probe all rgba (0.5, 0.0, 0.5, 0.0)
-[pixel shader] +<pixel shader> SamplerState s; Texture2D t;
@@ -96,6 +96,6 @@ float4 main() : sv_target return t.GatherAlpha(s, float2(0.2, 0.8), int2(0, -1)); }
-[test] +<test> draw quad probe all rgba (0.0, 0.4, 0.0, 0.4) diff --git a/tests/hlsl-gather.shader_test b/tests/hlsl-gather.shader_test index 57af23d02..cec0a338a 100644 --- a/tests/hlsl-gather.shader_test +++ b/tests/hlsl-gather.shader_test @@ -1,19 +1,19 @@ -[require] +<require> shader model >= 4.1
-[sampler 0] +<sampler 0> filter linear linear linear address clamp clamp clamp
-[texture 0] +<texture 0> size (3, 3) 0.0 0.0 0.0 0.4 0.1 0.0 0.5 0.0 0.2 0.0 0.0 0.4 0.0 0.1 0.5 0.0 0.1 0.1 0.0 0.4 0.2 0.1 0.5 0.0 0.0 0.2 0.0 0.4 0.1 0.2 0.5 0.0 0.2 0.2 0.0 0.4
-[pixel shader] +<pixel shader> sampler s; Texture2D t;
@@ -22,12 +22,12 @@ float4 main() : sv_target return t.Gather(s, float2(0.2, 0.2)); }
-[test] +<test> draw quad probe all rgba (0.0, 0.1, 0.1, 0.0)
-[pixel shader] +<pixel shader> sampler s; Texture2D t;
@@ -36,16 +36,16 @@ float4 main() : sv_target return t.GatherRed(s, float2(0.6, 0.6), int2(0, 0)); }
-[test] +<test> draw quad probe all rgba (0.1, 0.2, 0.2, 0.1)
-[require] +<require> shader model >= 5.0
-[pixel shader] +<pixel shader> SamplerState s; Texture2D t;
@@ -54,12 +54,12 @@ float4 main() : sv_target return t.GatherGreen(s, float2(0.2, 0.2), int2(0, 0)); }
-[test] +<test> draw quad probe all rgba (0.1, 0.1, 0.0, 0.0)
-[pixel shader] +<pixel shader> SamplerState s; Texture2D t;
@@ -68,12 +68,12 @@ float4 main() : sv_target return t.GatherGreen(s, float2(0.8, 0.8)); }
-[test] +<test> draw quad probe all rgba (0.2, 0.2, 0.1, 0.1)
-[pixel shader] +<pixel shader> SamplerState s; Texture2D t;
@@ -82,12 +82,12 @@ float4 main() : sv_target return t.GatherGreen(s, float2(0.2, 0.2), int2(0, 0), int2(0, 0), int2(0, 0), int2(0, 0)); }
-[test] +<test> draw quad probe all rgba (0.1, 0.1, 0.0, 0.0)
-[pixel shader] +<pixel shader> SamplerState s; Texture2D t;
@@ -96,12 +96,12 @@ float4 main() : sv_target return t.GatherBlue(s, float2(0.2, 0.8), int2(0, 0)); }
-[test] +<test> draw quad probe all rgba (0.0, 0.5, 0.0, 0.5)
-[pixel shader] +<pixel shader> SamplerState s; Texture2D t;
@@ -110,6 +110,6 @@ float4 main() : sv_target return t.GatherAlpha(s, float2(0.2, 0.8), int2(0, 0)); }
-[test] +<test> draw quad probe all rgba (0.4, 0.0, 0.4, 0.0) diff --git a/tests/hlsl-initializer-flatten.shader_test b/tests/hlsl-initializer-flatten.shader_test index 6b35c6b7e..f14c5d993 100644 --- a/tests/hlsl-initializer-flatten.shader_test +++ b/tests/hlsl-initializer-flatten.shader_test @@ -1,16 +1,16 @@ -[pixel shader] +<pixel shader> float4 main() : sv_target { float4 aa = {1, float2(2, 3), 4}; return aa; }
-[test] +<test> draw quad probe all rgba (1, 2, 3, 4)
-[pixel shader] +<pixel shader> struct stu { int3 aa; @@ -23,12 +23,12 @@ float4 main() : sv_target return foo.bb; }
-[test] +<test> draw quad probe all rgba (4, 5, 6, 7)
-[pixel shader] +<pixel shader> float4 main() : sv_target { int4 aa = {10, 20, 30, 40}; @@ -36,12 +36,12 @@ float4 main() : sv_target return foo[1]; }
-[test] +<test> draw quad probe all rgba (40, 10, 20, 30)
-[pixel shader] +<pixel shader> struct stu { float aa; @@ -55,12 +55,12 @@ float4 main() : sv_target return f; }
-[test] +<test> draw quad probe all rgba (1.0, 2.0, 3.0, 4.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { int arr[3] = {2, 3, 4}; @@ -68,6 +68,6 @@ float4 main() : sv_target return f; }
-[test] +<test> draw quad probe all rgba (1.0, 2.0, 3.0, 4.0) diff --git a/tests/hlsl-initializer-invalid-arg-count.shader_test b/tests/hlsl-initializer-invalid-arg-count.shader_test index 4332fbe80..bf2da4c03 100644 --- a/tests/hlsl-initializer-invalid-arg-count.shader_test +++ b/tests/hlsl-initializer-invalid-arg-count.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main() : sv_target { float4 color[2][3] = @@ -8,12 +8,12 @@ float4 main() : sv_target return color[1][1]; }
-[test] +<test> draw quad probe all rgba (17, 18, 19, 20)
-[pixel shader fail] +<pixel shader fail> float4 main() : sv_target { float4 color[2][3] = @@ -23,7 +23,7 @@ float4 main() : sv_target return color[1][1]; }
-[pixel shader fail] +<pixel shader fail> float4 main() : sv_target { float4 color[2][3] = @@ -34,7 +34,7 @@ float4 main() : sv_target }
-[pixel shader] +<pixel shader> struct stu { struct @@ -56,12 +56,12 @@ float4 main() : sv_target return val.bbb[1].foo; }
-[test] +<test> draw quad probe all rgba (22, 23, 24, 25)
-[pixel shader fail] +<pixel shader fail> struct stu { struct @@ -84,7 +84,7 @@ float4 main() : sv_target }
-[pixel shader fail] +<pixel shader fail> struct stu { struct diff --git a/tests/hlsl-initializer-local-array.shader_test b/tests/hlsl-initializer-local-array.shader_test index 0862d4c90..eb28debc2 100644 --- a/tests/hlsl-initializer-local-array.shader_test +++ b/tests/hlsl-initializer-local-array.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main() : SV_TARGET { float4 array_loc[3] = { @@ -9,12 +9,12 @@ float4 main() : SV_TARGET return array_loc[1]; }
-[test] +<test> draw quad probe all rgba (21, 22, 23, 24)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { float4 array_loc[2][4] = { @@ -30,6 +30,6 @@ float4 main() : SV_TARGET return array_loc[1][2]; }
-[test] +<test> draw quad probe all rgba (71, 72, 73, 74) diff --git a/tests/hlsl-initializer-nested.shader_test b/tests/hlsl-initializer-nested.shader_test index b00259c9a..fa870b728 100644 --- a/tests/hlsl-initializer-nested.shader_test +++ b/tests/hlsl-initializer-nested.shader_test @@ -1,16 +1,16 @@ -[pixel shader] +<pixel shader> float4 main() : sv_target { float4 aaa = {1, {{{2, {3}}, 4}}}; return aaa; }
-[test] +<test> draw quad probe all rgba (1, 2, 3, 4)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4 aaa[3] = @@ -22,12 +22,12 @@ float4 main() : sv_target return aaa[1]; }
-[test] +<test> draw quad probe all rgba (21, 22, 23, 24)
-[pixel shader] +<pixel shader> struct stu1 { float4 aaa; @@ -51,6 +51,6 @@ float4 main() : sv_target return val.ddd.aaa; }
-[test] +<test> draw quad probe all rgba (21, 22, 23, 24) diff --git a/tests/hlsl-initializer-numeric.shader_test b/tests/hlsl-initializer-numeric.shader_test index 40576887a..5f188d9bf 100644 --- a/tests/hlsl-initializer-numeric.shader_test +++ b/tests/hlsl-initializer-numeric.shader_test @@ -1,28 +1,28 @@ -[pixel shader] +<pixel shader> float4 main() : sv_target { int4 aa = {1, 2, 3, 4}; return aa; }
-[test] +<test> draw quad probe all rgba (1.0, 2.0, 3.0, 4.0) 4
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4 aa = {1, 2, 3, 4}; return aa; }
-[test] +<test> draw quad probe all rgba (1.0, 2.0, 3.0, 4.0) 4
-[pixel shader] +<pixel shader> float4 main() : sv_target { float3 aa = {1, 2, 3}; @@ -30,12 +30,12 @@ float4 main() : sv_target return bb; }
-[test] +<test> draw quad probe all rgba (1.0, 2.0, 3.0, 4.0) 4
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4 aa = { 1e1, 1e-1, 1., 2.f }; @@ -43,6 +43,6 @@ float4 main() : sv_target return aa + bb; }
-[test] +<test> draw quad probe all rgba (10.1, 1.1, 1.2, 2.1) 4 diff --git a/tests/hlsl-initializer-static-array.shader_test b/tests/hlsl-initializer-static-array.shader_test index 577335023..fdef2a578 100644 --- a/tests/hlsl-initializer-static-array.shader_test +++ b/tests/hlsl-initializer-static-array.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> static const float4 array_st[3] = { 11, 12, 13, 14, 21, 22, 23, 24, @@ -10,12 +10,12 @@ float4 main() : SV_TARGET return array_st[1]; }
-[test] +<test> draw quad probe all rgba (21, 22, 23, 24)
-[pixel shader] +<pixel shader> static const float4 array_st[4][2] = { 11, 12, 13, 14, 21, 22, 23, 24, @@ -32,6 +32,6 @@ float4 main() : SV_TARGET return array_st[2][1]; }
-[test] +<test> draw quad probe all rgba (61, 62, 63, 64) diff --git a/tests/hlsl-initializer-struct.shader_test b/tests/hlsl-initializer-struct.shader_test index f4028b5bb..b5a33c59b 100644 --- a/tests/hlsl-initializer-struct.shader_test +++ b/tests/hlsl-initializer-struct.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> struct stu { int3 aaa; @@ -21,12 +21,12 @@ float4 main() : sv_target return val.ddd; }
-[test] +<test> draw quad probe all rgba (41, 42, 43, 44)
-[pixel shader] +<pixel shader> struct stu { int3 aaa; @@ -51,12 +51,12 @@ float4 main() : sv_target return val.ddd[2][0]; }
-[test] +<test> draw quad probe all rgba (4311, 4312, 4313, 4314)
-[pixel shader] +<pixel shader> struct stu { int3 aaa; @@ -79,6 +79,6 @@ float4 main() : sv_target return val.bbb[1].foo; }
-[test] +<test> draw quad probe all rgba (21, 22, 23, 24) diff --git a/tests/hlsl-intrinsic-override.shader_test b/tests/hlsl-intrinsic-override.shader_test index 55a23f21d..4782cb72c 100644 --- a/tests/hlsl-intrinsic-override.shader_test +++ b/tests/hlsl-intrinsic-override.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader>
float2 max(float2 a, float2 b) { @@ -10,11 +10,11 @@ float4 main() : sv_target return float4(max(0.1, 0.2), max(float2(0.1, 0.2), float2(0.3, 0.4))); }
-[test] +<test> draw quad probe all rgba (0.3, 0.3, 0.4, 0.6)
-[pixel shader] +<pixel shader>
float2 max(float2 a, float3 b) { @@ -26,6 +26,6 @@ float4 main() : sv_target return float4(max(0.1, 0.2), max(float2(0.1, 0.2), float2(0.3, 0.4))); }
-[test] +<test> draw quad probe all rgba (0.3, 0.3, 0.3, 0.4) diff --git a/tests/hlsl-invalid.shader_test b/tests/hlsl-invalid.shader_test index a7364b1e6..196ffe991 100644 --- a/tests/hlsl-invalid.shader_test +++ b/tests/hlsl-invalid.shader_test @@ -1,10 +1,10 @@ -[pixel shader fail] +<pixel shader fail> float4 main() : sv_target { return y; }
-[pixel shader fail] +<pixel shader fail> float4 main() : sv_target { float4 x = float4(0, 0, 0, 0); @@ -12,67 +12,67 @@ float4 main() : sv_target return x; }
-[pixel shader fail] +<pixel shader fail> float4 main(float2 pos : TEXCOORD0) : sv_target { float4 x = pos; return x; }
-[pixel shader fail] +<pixel shader fail> float4 563r(float2 45s : TEXCOORD0) : sv_target { float4 x = 45s; return float4(x.x, x.y, 0, 0); }
-[pixel shader fail] +<pixel shader fail> float4 main() : sv_target { struct { int b,c; } x = {0}; return x; }
-[pixel shader fail] +<pixel shader fail> float4 main() : sv_target { struct {} x = {}; return x; }
-[pixel shader fail] +<pixel shader fail> float4 main(float2 pos : TEXCOORD0) : sv_target { return; }
-[pixel shader fail] +<pixel shader fail> void main(float2 pos : TEXCOORD0) { return pos; }
-[pixel shader fail] +<pixel shader fail> float4 main(float2 pos : TEXCOORD0) : sv_target { return pos; }
-[pixel shader fail] +<pixel shader fail> float4 main() : sv_target { float a[0]; return 0; }
-[pixel shader fail] +<pixel shader fail> float4 main() : sv_target { float a[65537]; return 0; }
-[pixel shader fail] +<pixel shader fail> float4 main() : sv_target { int x; @@ -80,13 +80,13 @@ float4 main() : sv_target return 0; }
-[pixel shader fail] +<pixel shader fail> uniform float4 main() : sv_target { return 0; }
-[pixel shader fail] +<pixel shader fail> typedef row_major float4x4 matrix_t; typedef column_major matrix_t matrix2_t;
@@ -95,39 +95,39 @@ float4 main() : sv_target return 0; }
-[pixel shader fail] +<pixel shader fail> float4 main() { return 0; }
-[pixel shader fail] +<pixel shader fail> float4 main(out float4 o : sv_target) { o = 1; return 0; }
-[pixel shader fail] +<pixel shader fail> float4 main(out float4 o) : sv_target { o = 1; return 0; }
-[pixel shader fail] +<pixel shader fail> float4 main(in float4 i) : sv_target { return 0; }
-[pixel shader fail] +<pixel shader fail> float4 main(float4 i) : sv_target { return 0; }
-[pixel shader fail] +<pixel shader fail> struct {float4 a;};
float4 main() : sv_target @@ -135,14 +135,14 @@ float4 main() : sv_target return 0; }
-[pixel shader fail] +<pixel shader fail> float4 main() : sv_target { const float4 x; return x; }
-[pixel shader fail] +<pixel shader fail> struct input { float4 a; @@ -153,7 +153,7 @@ float4 main(struct input i) : sv_target return i.a; }
-[pixel shader fail] +<pixel shader fail> struct output { float4 t : sv_target; @@ -166,25 +166,25 @@ void main(out struct output o) o.a = 0; }
-[pixel shader fail] +<pixel shader fail> uniform in float4 f; float4 main() : sv_target { return 0; }
-[pixel shader fail] +<pixel shader fail> in float4 f; float4 main() : sv_target { return 0; }
-[pixel shader fail] +<pixel shader fail> static uniform float4 f; float4 main() : sv_target { return 0; }
-[pixel shader fail] +<pixel shader fail> void main(out uniform float4 o : sv_target) { o = 0; }
-[pixel shader fail] +<pixel shader fail> void sub(out uniform float4 o) { o = 0; @@ -195,7 +195,7 @@ void main(out float4 o : sv_target) sub(o); }
-[pixel shader fail] +<pixel shader fail> void sub(in out uniform float4 o) { } @@ -206,21 +206,21 @@ void main(out float4 o : sv_target) sub(o); }
-[pixel shader fail] +<pixel shader fail> float4 main(void) : sv_target { uniform float f; return 0; }
-[pixel shader fail] +<pixel shader fail> float4 main(void) : sv_target { in float f; return 0; }
-[pixel shader fail] +<pixel shader fail> const const float4 c;
float4 main() : sv_target @@ -228,7 +228,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> typedef row_major float4x4 mat_t; column_major mat_t m;
@@ -237,7 +237,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> typedef struct apple { float a; diff --git a/tests/hlsl-majority-pragma.shader_test b/tests/hlsl-majority-pragma.shader_test index e7fc75cde..ad3ebd303 100644 --- a/tests/hlsl-majority-pragma.shader_test +++ b/tests/hlsl-majority-pragma.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> #pragma pack_matrix(row_major) uniform float2x2 r; #pragma pack_matrix(column_major) @@ -12,7 +12,7 @@ float4 main() : sv_target return ret; }
-[test] +<test> uniform 0 float4 0.1 0.2 0.0 0.0 uniform 4 float4 0.3 0.4 0.0 0.0 uniform 8 float4 0.1 0.3 0.0 0.0 diff --git a/tests/hlsl-majority-typedef.shader_test b/tests/hlsl-majority-typedef.shader_test index 1460e9a08..d3fb39d01 100644 --- a/tests/hlsl-majority-typedef.shader_test +++ b/tests/hlsl-majority-typedef.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> typedef float2x2 matrix_t; typedef row_major matrix_t row_matrix_t; typedef column_major matrix_t col_matrix_t; @@ -13,7 +13,7 @@ float4 main() : sv_target return ret; }
-[test] +<test> uniform 0 float4 0.1 0.2 0.0 0.0 uniform 4 float4 0.3 0.4 0.0 0.0 uniform 8 float4 0.1 0.3 0.0 0.0 diff --git a/tests/hlsl-mul.shader_test b/tests/hlsl-mul.shader_test index 7b4531873..57856a6c3 100644 --- a/tests/hlsl-mul.shader_test +++ b/tests/hlsl-mul.shader_test @@ -1,5 +1,5 @@
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, @@ -11,11 +11,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y); }
-[test] +<test> draw quad probe all rgba (30.0, 70.0, 110.0, 150.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float4 x = float4(1.0, 2.0, 3.0, 4.0); @@ -27,11 +27,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y); }
-[test] +<test> draw quad probe all rgba (90.0, 100.0, 110.0, 120.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, @@ -43,11 +43,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y); }
-[test] +<test> draw quad probe all rgba (14.0, 38.0, 62.0, 86.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float3 x = float3(1.0, 2.0, 3.0); @@ -59,11 +59,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y); }
-[test] +<test> draw quad probe all rgba (38.0, 44.0, 50.0, 56.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float3x3 x = float3x3(1.0, 2.0, 3.0, @@ -74,11 +74,11 @@ float4 main(float4 pos : sv_position) : sv_target return float4(mul(x, y), 0.0); }
-[test] +<test> draw quad probe all rgba (14.0, 32.0, 50.0, 0.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float4 x = float4(1.0, 2.0, 3.0, 4.0); @@ -89,11 +89,11 @@ float4 main(float4 pos : sv_position) : sv_target return float4(mul(x, y), 0.0); }
-[test] +<test> draw quad probe all rgba (30.0, 36.0, 42.0, 0.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float x = 10.0; @@ -105,11 +105,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y)[1]; }
-[test] +<test> draw quad probe all rgba (50.0, 60.0, 70.0, 80.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, @@ -121,11 +121,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y)[1]; }
-[test] +<test> draw quad probe all rgba (50.0, 60.0, 70.0, 80.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float1 x = float1(10.0); @@ -137,11 +137,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y); }
-[test] +<test> draw quad probe all rgba (10.0, 20.0, 30.0, 40.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, @@ -153,11 +153,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y); }
-[test] +<test> draw quad probe all rgba (10.0, 50.0, 90.0, 130.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float1x1 x = float1x1(10.0); @@ -169,11 +169,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y); }
-[test] +<test> draw quad probe all rgba (10.0, 20.0, 30.0, 40.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, @@ -185,11 +185,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y); }
-[test] +<test> draw quad probe all rgba (10.0, 50.0, 90.0, 130.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0); @@ -201,11 +201,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y); }
-[test] +<test> draw quad probe all rgba (90.0, 100.0, 110.0, 120.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, @@ -217,11 +217,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y)[1]; }
-[test] +<test> draw quad probe all rgba (5.0, 10.0, 15.0, 20.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0); @@ -233,11 +233,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y)[1]; }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 6.0, 8.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, @@ -249,11 +249,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y); }
-[test] +<test> draw quad probe all rgba (30.0, 70.0, 110.0, 150.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float3x3 x = float3x3(1.0, 2.0, 3.0, @@ -267,11 +267,11 @@ float4 main(float4 pos : sv_position) : sv_target return mul(x, y)[1]; }
-[test] +<test> draw quad probe all rgba (83.0, 98.0, 113.0, 128.0)
-[pixel shader] +<pixel shader> float4 main(float4 pos : sv_position) : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, @@ -285,6 +285,6 @@ float4 main(float4 pos : sv_position) : sv_target return float4(mul(x, y)[1], 0.0); }
-[test] +<test> draw quad probe all rgba (78.0, 96.0, 114.0, 0.0) diff --git a/tests/hlsl-nested-arrays.shader_test b/tests/hlsl-nested-arrays.shader_test index 66ae93e10..88cc58ced 100644 --- a/tests/hlsl-nested-arrays.shader_test +++ b/tests/hlsl-nested-arrays.shader_test @@ -1,4 +1,4 @@ -[pixel shader fail] +<pixel shader fail> uniform float4 color[2][3];
float4 main() : sv_target @@ -6,7 +6,7 @@ float4 main() : sv_target return color[2][1]; }
-[pixel shader] +<pixel shader> uniform float color[2][3];
float4 main() : sv_target @@ -14,7 +14,7 @@ float4 main() : sv_target return float4(color[1][0], color[0][0], color[1][2], color[0][2]); }
-[test] +<test> uniform 0 float4 0.1 0.0 0.0 0.0 uniform 4 float4 0.2 0.0 0.0 0.0 uniform 8 float4 0.3 0.0 0.0 0.0 diff --git a/tests/hlsl-numeric-constructor-truncation.shader_test b/tests/hlsl-numeric-constructor-truncation.shader_test index f18b34d68..8b2f44879 100644 --- a/tests/hlsl-numeric-constructor-truncation.shader_test +++ b/tests/hlsl-numeric-constructor-truncation.shader_test @@ -1,16 +1,16 @@ -[pixel shader] +<pixel shader> float4 main() : sv_target { float3 x = float4(71, 72, 73, 74); return float4(x, 75); }
-[test] +<test> draw quad probe all rgba (71.0, 72.0, 73.0, 75.0)
-[pixel shader] +<pixel shader> struct stu { float aa; @@ -28,6 +28,6 @@ float4 main() : sv_target return float4(foo); }
-[test] +<test> draw quad probe all rgba (1.0, 2.0, 3.0, 5.0) diff --git a/tests/hlsl-numeric-types.shader_test b/tests/hlsl-numeric-types.shader_test index 7504f95aa..d5faab556 100644 --- a/tests/hlsl-numeric-types.shader_test +++ b/tests/hlsl-numeric-types.shader_test @@ -1,51 +1,51 @@ -[pixel shader] +<pixel shader> vector main() : sv_target { float4 ret = vector(1.0, 2.0, 3.0, 4.0); return ret; }
-[test] +<test> draw quad probe all rgba (1.0, 2.0, 3.0, 4.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { vector<float, 4> ret = float4(1.0, 2.0, 3.0, 4.0); return ret; }
-[test] +<test> draw quad probe all rgba (1.0, 2.0, 3.0, 4.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { vector<float, 3> ret = vector<float, 3>(1.0, 2.0, 3.0); return vector(ret, 0.0); }
-[test] +<test> draw quad probe all rgba (1.0, 2.0, 3.0, 0.0)
-[pixel shader fail] +<pixel shader fail> vector main() : sv_target { vector ret = vector(1.0, 2.0, 3.0); return ret; }
-[pixel shader fail] +<pixel shader fail> vector main() : sv_target { vector<float> ret = vector(1.0, 2.0, 3.0, 4.0); return ret; }
-[pixel shader] +<pixel shader> float4 main() : sv_target { matrix m = matrix<float, 4, 4>(1.0, 2.0, 3.0, 4.0, @@ -55,11 +55,11 @@ float4 main() : sv_target return m[1]; }
-[test] +<test> draw quad probe all rgba (5.0, 6.0, 7.0, 8.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { matrix<float, 2, 3> m = float2x3(1.0, 2.0, 3.0, @@ -67,11 +67,11 @@ float4 main() : sv_target return float4(m[1], 0.0); }
-[test] +<test> draw quad probe all rgba (5.0, 6.0, 7.0, 0.0)
-[pixel shader fail] +<pixel shader fail> float4 main() : sv_target { matrix m = matrix<float>(1.0, 2.0, 3.0, 4.0, @@ -81,7 +81,7 @@ float4 main() : sv_target return m[1]; }
-[pixel shader fail] +<pixel shader fail> float4 main() : sv_target { matrix m = matrix<float, 4>(1.0, 2.0, 3.0, 4.0, @@ -91,7 +91,7 @@ float4 main() : sv_target return m[1]; }
-[pixel shader fail] +<pixel shader fail> float4 main() : sv_target { matrix m = matrix(1.0, 2.0, 3.0, 4.0, diff --git a/tests/hlsl-operations.shader_test b/tests/hlsl-operations.shader_test index 09846b18f..52ff6105e 100644 --- a/tests/hlsl-operations.shader_test +++ b/tests/hlsl-operations.shader_test @@ -1,5 +1,5 @@
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { float x = 5.0; @@ -8,11 +8,11 @@ float4 main() : SV_TARGET return float4(x + y, x - y, x * y, x / y); }
-[test] +<test> draw quad probe all rgba (20.0, -10.0, 75.0, 0.33333333)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { float x = 5.0; @@ -21,11 +21,11 @@ float4 main() : SV_TARGET return float4(x % y, +x, -x, y / x); }
-[test] +<test> draw quad probe all rgba (5.0, 5.0, -5.0, 3.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { float x = 5.0; @@ -34,11 +34,11 @@ float4 main() : SV_TARGET return float4(x == y, x != y, x < y, x <= y); }
-[test] +<test> draw quad probe all rgba (0.0, 1.0, 1.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { float x = 5.0; @@ -48,11 +48,11 @@ float4 main() : SV_TARGET return float4(x > y, x >= y, !x, !zero); }
-[test] +<test> draw quad probe all rgba (0.0, 0.0, 0.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { float zero = 0.0; @@ -61,11 +61,11 @@ float4 main() : SV_TARGET return float4(zero && zero, zero && one, one && zero, one && one); }
-[test] +<test> draw quad probe all rgba (0.0, 0.0, 0.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { float zero = 0.0; @@ -74,11 +74,11 @@ float4 main() : SV_TARGET return float4(zero || zero, zero || one, one || zero, one || one); }
-[test] +<test> draw quad probe all rgba (0.0, 1.0, 1.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { int x = 5; @@ -87,11 +87,11 @@ float4 main() : SV_TARGET return float4(x + y, x - y, x * y, x / y); }
-[test] +<test> draw quad probe all rgba (20.0, -10.0, 75.0, 0.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { int x = 5; @@ -100,11 +100,11 @@ float4 main() : SV_TARGET return float4(x % y, +x, -x, y / x); }
-[test] +<test> draw quad probe all rgba (5.0, 5.0, -5.0, 3.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { int x = 5; @@ -113,11 +113,11 @@ float4 main() : SV_TARGET return float4(x == y, x != y, x < y, x <= y); }
-[test] +<test> draw quad probe all rgba (0.0, 1.0, 1.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { int x = 5; @@ -127,11 +127,11 @@ float4 main() : SV_TARGET return float4(x > y, x >= y, !x, !zero); }
-[test] +<test> draw quad probe all rgba (0.0, 0.0, 0.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { int x = 5; @@ -140,11 +140,11 @@ float4 main() : SV_TARGET return float4(x >> y, y >> x, x << y, y << x); }
-[test] +<test> draw quad probe all rgba (0.0, 0.0, 163840.0, 480.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { int x = 5; @@ -153,11 +153,11 @@ float4 main() : SV_TARGET return float4(x & y, x | y, x ^ y, ~x); }
-[test] +<test> draw quad probe all rgba (5.0, 15.0, 10.0, -6.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { int zero = 0; @@ -166,11 +166,11 @@ float4 main() : SV_TARGET return float4(zero && zero, zero && one, one && zero, one && one); }
-[test] +<test> draw quad probe all rgba (0.0, 0.0, 0.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { int zero = 0; @@ -179,11 +179,11 @@ float4 main() : SV_TARGET return float4(zero || zero, zero || one, one || zero, one || one); }
-[test] +<test> draw quad probe all rgba (0.0, 1.0, 1.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { int zero = 0; @@ -192,11 +192,11 @@ float4 main() : SV_TARGET return float4(zero & zero, zero & one, one & zero, one & one); }
-[test] +<test> draw quad probe all rgba (0.0, 0.0, 0.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { int zero = 0; @@ -205,11 +205,11 @@ float4 main() : SV_TARGET return float4(zero | zero, zero | one, one | zero, one | one); }
-[test] +<test> draw quad probe all rgba (0.0, 1.0, 1.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { int zero = 0; @@ -218,11 +218,11 @@ float4 main() : SV_TARGET return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one); }
-[test] +<test> draw quad probe all rgba (0.0, 1.0, 1.0, 0.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { uint x = 5; @@ -231,11 +231,11 @@ float4 main() : SV_TARGET return float4(x + y, x - y, x * y, x / y); }
-[test] +<test> draw quad probe all rgba (20.0, 4294967296.0, 75.0, 0.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { uint x = 5; @@ -244,11 +244,11 @@ float4 main() : SV_TARGET return float4(x % y, +x, -x, y / x); }
-[test] +<test> draw quad probe all rgba (5.0, 5.0, 4294967296.0, 3.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { uint x = 5; @@ -257,11 +257,11 @@ float4 main() : SV_TARGET return float4(x == y, x != y, x < y, x <= y); }
-[test] +<test> draw quad probe all rgba (0.0, 1.0, 1.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { uint x = 5; @@ -271,11 +271,11 @@ float4 main() : SV_TARGET return float4(x > y, x >= y, !x, !zero); }
-[test] +<test> draw quad probe all rgba (0.0, 0.0, 0.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { uint x = 5; @@ -284,11 +284,11 @@ float4 main() : SV_TARGET return float4(x >> y, y >> x, x << y, y << x); }
-[test] +<test> draw quad probe all rgba (0.0, 0.0, 163840.0, 480.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { uint x = 5; @@ -297,11 +297,11 @@ float4 main() : SV_TARGET return float4(x & y, x | y, x ^ y, ~x); }
-[test] +<test> draw quad probe all rgba (5.0, 15.0, 10.0, 4294967296.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { uint zero = 0; @@ -310,11 +310,11 @@ float4 main() : SV_TARGET return float4(zero && zero, zero && one, one && zero, one && one); }
-[test] +<test> draw quad probe all rgba (0.0, 0.0, 0.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { uint zero = 0; @@ -323,11 +323,11 @@ float4 main() : SV_TARGET return float4(zero || zero, zero || one, one || zero, one || one); }
-[test] +<test> draw quad probe all rgba (0.0, 1.0, 1.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { uint zero = 0; @@ -336,11 +336,11 @@ float4 main() : SV_TARGET return float4(zero & zero, zero & one, one & zero, one & one); }
-[test] +<test> draw quad probe all rgba (0.0, 0.0, 0.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { uint zero = 0; @@ -349,11 +349,11 @@ float4 main() : SV_TARGET return float4(zero | zero, zero | one, one | zero, one | one); }
-[test] +<test> draw quad probe all rgba (0.0, 1.0, 1.0, 1.0)
-[pixel shader] +<pixel shader> float4 main() : SV_TARGET { uint zero = 0; @@ -362,6 +362,6 @@ float4 main() : SV_TARGET return float4(zero ^ zero, zero ^ one, one ^ zero, one ^ one); }
-[test] +<test> draw quad probe all rgba (0.0, 1.0, 1.0, 0.0) diff --git a/tests/hlsl-return-implicit-conversion.shader_test b/tests/hlsl-return-implicit-conversion.shader_test index 654b51cfb..ddd4ff0c8 100644 --- a/tests/hlsl-return-implicit-conversion.shader_test +++ b/tests/hlsl-return-implicit-conversion.shader_test @@ -1,44 +1,44 @@ -[pixel shader] +<pixel shader> float4 main() : sv_target { return float2x2(0.4, 0.3, 0.2, 0.1); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.1)
-[pixel shader] +<pixel shader> float4 main() : sv_target { return float1x4(0.4, 0.3, 0.2, 0.1); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.1)
-[pixel shader] +<pixel shader> float4 main() : sv_target { return float4x1(0.4, 0.3, 0.2, 0.1); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.1)
-[pixel shader] +<pixel shader> float4x1 main() : sv_target { return float4(0.4, 0.3, 0.2, 0.1); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.1)
-[pixel shader] +<pixel shader> float3 func() { return float3x1(0.4, 0.3, 0.2); @@ -49,11 +49,11 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader] +<pixel shader> float3 func() { return float1x3(0.4, 0.3, 0.2); @@ -64,11 +64,11 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader] +<pixel shader> float1x3 func() { return float3(0.4, 0.3, 0.2); @@ -79,11 +79,11 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader] +<pixel shader> float3x1 func() { return float3(0.4, 0.3, 0.2); @@ -94,11 +94,11 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader fail] +<pixel shader fail> float3x1 func() { return float1x3(0.4, 0.3, 0.2); @@ -109,7 +109,7 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[pixel shader fail] +<pixel shader fail> float1x3 func() { return float3x1(0.4, 0.3, 0.2); @@ -120,7 +120,7 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[pixel shader] +<pixel shader> float3 func() { return float4(0.4, 0.3, 0.2, 0.1); @@ -131,11 +131,11 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader] +<pixel shader> float3 func() { return float4x1(0.4, 0.3, 0.2, 0.1); @@ -146,11 +146,11 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader] +<pixel shader> float3 func() { return float1x4(0.4, 0.3, 0.2, 0.1); @@ -161,11 +161,11 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader fail] +<pixel shader fail> float3x1 func() { return float4(0.4, 0.3, 0.2, 0.1); @@ -176,7 +176,7 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[pixel shader] +<pixel shader> float3x1 func() { return float4x1(0.4, 0.3, 0.2, 0.1); @@ -187,11 +187,11 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader fail] +<pixel shader fail> float3x1 func() { return float1x4(0.4, 0.3, 0.2, 0.1); @@ -202,7 +202,7 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[pixel shader] +<pixel shader> float1x3 func() { return float4(0.4, 0.3, 0.2, 0.1); @@ -213,11 +213,11 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader fail] +<pixel shader fail> float1x3 func() { return float4x1(0.4, 0.3, 0.2, 0.1); @@ -228,7 +228,7 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[pixel shader] +<pixel shader> float1x3 func() { return float1x4(0.4, 0.3, 0.2, 0.1); @@ -239,6 +239,6 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.2, 0.0) diff --git a/tests/hlsl-return-void.shader_test b/tests/hlsl-return-void.shader_test index 1948ec513..1b7be14ce 100644 --- a/tests/hlsl-return-void.shader_test +++ b/tests/hlsl-return-void.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> void main(out float4 ret : sv_target) { ret = float4(0.1, 0.2, 0.3, 0.4); @@ -6,6 +6,6 @@ void main(out float4 ret : sv_target) ret = float4(0.5, 0.6, 0.7, 0.8); }
-[test] +<test> draw quad probe all rgba (0.1, 0.2, 0.3, 0.4) diff --git a/tests/hlsl-shape.shader_test b/tests/hlsl-shape.shader_test index b96f0fd22..e53e47fe2 100644 --- a/tests/hlsl-shape.shader_test +++ b/tests/hlsl-shape.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main() : sv_target { float x = 1.0; @@ -6,11 +6,11 @@ float4 main() : sv_target return float4(x + y, 0.0, 0.0, 0.0); }
-[test] +<test> draw quad probe all rgba (3.0, 0.0, 0.0, 0.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float1 x = float1(1.0); @@ -18,11 +18,11 @@ float4 main() : sv_target return float4(x + y, 0.0, 0.0); }
-[test] +<test> draw quad probe all rgba (2.0, 3.0, 0.0, 0.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float1 x = float1(1.0); @@ -30,11 +30,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 3.0, 4.0, 5.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float2 x = float2(1.0, 2.0); @@ -42,11 +42,11 @@ float4 main() : sv_target return float4(x + y, 0.0, 0.0); }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 0.0, 0.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float x = 1.0; @@ -54,11 +54,11 @@ float4 main() : sv_target return float4(x + y, y + x, 0.0, 0.0); }
-[test] +<test> draw quad probe all rgba (2.0, 2.0, 0.0, 0.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float x = 1.0; @@ -66,11 +66,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 3.0, 4.0, 5.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4 x = float4(1.0, 2.0, 3.0, 4.0); @@ -78,11 +78,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 3.0, 4.0, 5.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float2x2 x = float2x2(1.0, 2.0, @@ -92,11 +92,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 7.0, 9.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float2x3 x = float2x3(1.0, 2.0, 3.0, @@ -106,11 +106,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 7.0, 9.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0); @@ -121,11 +121,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 6.0, 8.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, @@ -136,11 +136,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 6.0, 8.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0); @@ -151,11 +151,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 7.0, 12.0, 17.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, @@ -166,11 +166,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 7.0, 12.0, 17.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, @@ -182,11 +182,11 @@ float4 main() : sv_target return float4((x + y)[0], 0.0); }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 6.0, 0.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float2x3 x = float2x3(1.0, 2.0, 3.0, @@ -198,11 +198,11 @@ float4 main() : sv_target return float4((x + y)[1], 0.0); }
-[test] +<test> draw quad probe all rgba (9.0, 11.0, 13.0, 0.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4 x = float4(1.0, 2.0, 3.0, 4.0); @@ -210,11 +210,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 6.0, 8.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0); @@ -222,11 +222,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 6.0, 8.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4 x = float4(1.0, 2.0, 3.0, 4.0); @@ -234,11 +234,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 6.0, 8.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0); @@ -246,11 +246,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 6.0, 8.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4 x = float4(1.0, 2.0, 3.0, 4.0); @@ -259,11 +259,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 6.0, 8.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float2x2 x = float2x2(1.0, 2.0, @@ -272,11 +272,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 6.0, 8.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float1 x = float1(1.0); @@ -284,11 +284,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 3.0, 4.0, 5.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float1x4 x = float1x4(1.0, 2.0, 3.0, 4.0); @@ -296,11 +296,11 @@ float4 main() : sv_target return x + y; }
-[test] +<test> draw quad probe all rgba (2.0, 3.0, 4.0, 5.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float2 x = float2(1.0, 2.0); @@ -308,11 +308,11 @@ float4 main() : sv_target return float4(x + y, 0.0, 0.0); }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 0.0, 0.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4x1 x = float4x1(1.0, 2.0, 3.0, 4.0); @@ -320,11 +320,11 @@ float4 main() : sv_target return float4(x + y, 0.0, 0.0); }
-[test] +<test> draw quad probe all rgba (2.0, 4.0, 0.0, 0.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float x = 1.0; @@ -335,11 +335,11 @@ float4 main() : sv_target return (x + y)[0]; }
-[test] +<test> draw quad probe all rgba (2.0, 3.0, 4.0, 5.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4x4 x = float4x4(1.0, 2.0, 3.0, 4.0, @@ -350,6 +350,6 @@ float4 main() : sv_target return (x + y)[1]; }
-[test] +<test> draw quad probe all rgba (6.0, 7.0, 8.0, 9.0) diff --git a/tests/hlsl-single-numeric-initializer.shader_test b/tests/hlsl-single-numeric-initializer.shader_test index 3b348d6fc..8d42e3c1b 100644 --- a/tests/hlsl-single-numeric-initializer.shader_test +++ b/tests/hlsl-single-numeric-initializer.shader_test @@ -1,16 +1,16 @@ -[pixel shader] +<pixel shader> float4 main() : sv_target { float4 aa = 7; return aa; }
-[test] +<test> draw quad probe all rgba (7.0, 7.0, 7.0, 7.0)
-[pixel shader] +<pixel shader> float4 main() : sv_target { float4 bb; @@ -21,6 +21,6 @@ float4 main() : sv_target return bb; }
-[test] +<test> draw quad probe all rgba (7.0, 7.0, 7.0, 8.0) diff --git a/tests/hlsl-state-block-syntax.shader_test b/tests/hlsl-state-block-syntax.shader_test index 26853bf40..bb9319636 100644 --- a/tests/hlsl-state-block-syntax.shader_test +++ b/tests/hlsl-state-block-syntax.shader_test @@ -1,4 +1,4 @@ -[pixel shader fail] +<pixel shader fail> sampler s { foo = float; @@ -9,7 +9,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> sampler s = sampler_state { foo = float; @@ -20,7 +20,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> sampler s { 2 = 3; @@ -31,7 +31,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> sampler s { 2; @@ -42,7 +42,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> sampler s { foo; @@ -53,7 +53,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> sampler s { foo = bar @@ -64,7 +64,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> sampler s {}
float4 main() : sv_target @@ -72,7 +72,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> float f {} = 1;
float4 main() : sv_target @@ -80,7 +80,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> float f = 1 {};
float4 main() : sv_target @@ -88,7 +88,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> sampler s = sampler_state;
float4 main() : sv_target @@ -96,7 +96,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> float f {} : register(c1);
float4 main() : sv_target @@ -104,7 +104,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> float f { foo = (sampler)2; @@ -115,7 +115,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> float f { foo = (faketype)2; @@ -126,7 +126,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> float f { foo = (sampler)bar; @@ -137,7 +137,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> float f { foo = bar(); @@ -148,7 +148,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader] +<pixel shader> float u : register(c1) {}; float4 main() : sv_target { @@ -168,6 +168,6 @@ float4 main() : sv_target return float4(0, 1, zero, 1); }
-[test] +<test> draw quad probe all rgba (0, 1, 0, 1) diff --git a/tests/hlsl-static-initializer.shader_test b/tests/hlsl-static-initializer.shader_test index 9c4865123..909eb9456 100644 --- a/tests/hlsl-static-initializer.shader_test +++ b/tests/hlsl-static-initializer.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float myfunc() { return 0.6; @@ -11,6 +11,6 @@ float4 main() : sv_target return float4(a, b, c, 0); }
-[test] +<test> draw quad probe all rgba (0.8, 0.0, 0.0, 0.0) diff --git a/tests/hlsl-storage-qualifiers.shader_test b/tests/hlsl-storage-qualifiers.shader_test index 0e22bb6f7..f36026d13 100644 --- a/tests/hlsl-storage-qualifiers.shader_test +++ b/tests/hlsl-storage-qualifiers.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> void sub2(in uniform float4 i, out float4 o) { o = i; @@ -14,7 +14,7 @@ void main(in uniform float a, uniform float b, out float4 o : sv_target) sub(a, b, 0.3, 0.4, o); }
-[test] +<test> uniform 0 float4 0.1 0.2 0.0 0.0 draw quad probe all rgba (0.1, 0.2, 0.3, 0.4) diff --git a/tests/hlsl-struct-assignment.shader_test b/tests/hlsl-struct-assignment.shader_test index ea55b9ad2..b89c67939 100644 --- a/tests/hlsl-struct-assignment.shader_test +++ b/tests/hlsl-struct-assignment.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> struct apple { struct @@ -18,6 +18,6 @@ float4 main() : sv_target return s.m.a + s.b; }
-[test] +<test> draw quad probe all rgba (0.6, 0.3, 0.7, 0.9) 1 diff --git a/tests/hlsl-struct-semantics.shader_test b/tests/hlsl-struct-semantics.shader_test index b623a998c..aaaf3cc18 100644 --- a/tests/hlsl-struct-semantics.shader_test +++ b/tests/hlsl-struct-semantics.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> struct input { struct @@ -22,7 +22,7 @@ struct output main(struct input i) return o; }
-[test] +<test> draw quad probe rgba (0, 1) (0.5, 1.5, 0.0, 1.0) probe rgba (1, 0) (1.5, 0.5, 0.0, 1.0) diff --git a/tests/hlsl-vector-indexing-uniform.shader_test b/tests/hlsl-vector-indexing-uniform.shader_test index 26a458796..115f2ce26 100644 --- a/tests/hlsl-vector-indexing-uniform.shader_test +++ b/tests/hlsl-vector-indexing-uniform.shader_test @@ -1,6 +1,6 @@ % Use a uniform to prevent the compiler from optimizing.
-[pixel shader] +<pixel shader> uniform int i; float4 main() : SV_TARGET { @@ -10,7 +10,7 @@ float4 main() : SV_TARGET return color; }
-[test] +<test> uniform 0 uint 2 draw quad probe all rgba (0.5, 0.3, 0.8, 0.2) diff --git a/tests/hlsl-vector-indexing.shader_test b/tests/hlsl-vector-indexing.shader_test index b641d7f9d..43938cffc 100644 --- a/tests/hlsl-vector-indexing.shader_test +++ b/tests/hlsl-vector-indexing.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main() : SV_TARGET { float4 color; @@ -9,6 +9,6 @@ float4 main() : SV_TARGET return color; }
-[test] +<test> draw quad probe all rgba (0.02, 0.245, 0.351, 1.0) diff --git a/tests/math.shader_test b/tests/math.shader_test index 2fe59a082..bd5daca01 100644 --- a/tests/math.shader_test +++ b/tests/math.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main(uniform float u, uniform float v, uniform float w, uniform float x, uniform float y, uniform float z) : SV_TARGET { @@ -8,7 +8,7 @@ float4 main(uniform float u, uniform float v, uniform float w, uniform float x, x / y / w); }
-[test] +<test> uniform 0 float4 2.5 0.3 0.2 0.7 uniform 4 float4 0.1 1.5 0.0 0.0 draw quad diff --git a/tests/max.shader_test b/tests/max.shader_test index 56c9a84e6..80bf0e374 100644 --- a/tests/max.shader_test +++ b/tests/max.shader_test @@ -1,15 +1,15 @@ -[pixel shader] +<pixel shader> float4 main(uniform float u, uniform float v) : sv_target { return float4(max(u, v), max(2, 2.1), max(true, 2), max(-1, -1)); }
-[test] +<test> uniform 0 float4 0.7 -0.1 0.0 0.0 draw quad probe all rgba (0.7, 2.1, 2.0, -1.0)
-[pixel shader] +<pixel shader> float4 main(uniform float2 u, uniform float2 v) : sv_target { float3 a = float3(-0.1, 0.2, 0.3); @@ -17,7 +17,7 @@ float4 main(uniform float2 u, uniform float2 v) : sv_target return float4(max(u, v), max(a, u)); }
-[test] +<test> uniform 0 float4 0.7 -0.1 0.4 0.8 draw quad probe all rgba (0.7, 0.8, 0.7, 0.2) diff --git a/tests/pow.shader_test b/tests/pow.shader_test index 21011e6c0..088d36160 100644 --- a/tests/pow.shader_test +++ b/tests/pow.shader_test @@ -1,10 +1,10 @@ -[pixel shader] +<pixel shader> float4 main(uniform float2 u, uniform float2 v) : sv_target { return float4(pow(u.y, 3), pow(u, v), pow(0.5, v.y)); }
-[test] +<test> uniform 0 float4 0.4 0.8 2.5 2.0 draw quad probe all rgba (0.512, 0.101192884, 0.64, 0.25) 4 diff --git a/tests/preproc-if-expr.shader_test b/tests/preproc-if-expr.shader_test index 823b9b0e3..1d17a789b 100644 --- a/tests/preproc-if-expr.shader_test +++ b/tests/preproc-if-expr.shader_test @@ -1,138 +1,138 @@ -[preproc] +<preproc> #if 1 == 1 pass #endif
-[preproc] +<preproc> #if 1 == 0 fail #endif pass
-[preproc] +<preproc> #if 2 pass #endif
-[preproc] +<preproc> #if -1 pass #endif
-[preproc] +<preproc> #if-1 pass #endif
-[preproc] +<preproc> #if 1 + 1 == 2 pass #endif
-[preproc] +<preproc> #if 1 + 1 == 3 fail #endif pass
-[preproc] +<preproc> #if 8 - 3 == 5 pass #endif
-[preproc] +<preproc> #if 2 * 2 == 4 pass #endif
-[preproc] +<preproc> #if 2 * 2 == 4 pass #endif
-[preproc] +<preproc> #if 8 / 3 == 2 pass #endif
-[preproc] +<preproc> #if 0x12 == 18 pass #endif
-[preproc] +<preproc> #if 012 == 10 pass #endif
-[preproc] +<preproc> #if -1 == 0xfffffff fail #elif -1 == 0xffffffff pass #endif
-[preproc] +<preproc> #if -1 == 0xefffffffel fail #elif -1 == 0xeffffffffl pass #endif
-[preproc] +<preproc> #if (-1 == 4294967295l) && (-1 == 8589934591l) && (1 == 4294967297l) pass #endif
-[preproc] +<preproc> #if (-1ul == 4294967295ul) && (-1ul == 8589934591ul) && (1ul == 4294967297ul) pass #endif
-[preproc] +<preproc> #if (-1lu == 4294967295lu) && (-1lu == 8589934591lu) && (1lu == 4294967297lu) pass #endif
-[preproc] +<preproc> #if 36893488147419103233 == 1 pass #endif
-[preproc] +<preproc> #if 2u == 2 pass #else fail #endif
-[preproc] +<preproc> #if 2l == 2 pass #else fail #endif
-[preproc] +<preproc> #if 2Ul == 2 pass #else fail #endif
-[preproc] +<preproc> #if 2uL == 2 pass #else fail #endif
-[preproc] +<preproc> #if 012lu == 10 pass #endif
-[preproc] +<preproc> /* All math is done using unsigned 32-bit integers. */ #if 8 / -3 == 2 fail @@ -146,7 +146,7 @@ fail pass #endif
-[preproc] +<preproc> #if -8 / 3 == 2 fail #elif -8 / 3 == 3 @@ -159,47 +159,47 @@ fail pass #endif
-[preproc] +<preproc> #if 1 && 0 fail #endif pass
-[preproc] +<preproc> #if 0 && 1 fail #endif pass
-[preproc] +<preproc> #if 1 && 1 pass #endif
-[preproc] +<preproc> #if 1 || 0 pass #endif
-[preproc] +<preproc> #if 0 || 1 pass #endif
-[preproc] +<preproc> #if 0 || 0 fail #endif pass
-[preproc] +<preproc> #if 1 != 1 fail #elif 1 != 0 pass #endif
-[preproc] +<preproc> #if 2 < 1 fail #elif 2 < 2 @@ -208,14 +208,14 @@ fail pass #endif
-[preproc] +<preproc> #if 2 <= 1 fail #elif (1 <= 1) && (1 <= 2) pass #endif
-[preproc] +<preproc> #if 1 > 2 fail #elif 2 > 2 @@ -224,69 +224,69 @@ fail pass #endif
-[preproc] +<preproc> #if 1 >= 2 fail #elif (1 >= 1) && (2 >= 1) pass #endif
-[preproc] +<preproc> #if (2 == 2) == 1 pass #endif
-[preproc] +<preproc> #if ((!0) == 1) && ((!1) == 0) && ((!2) == 0) pass #endif
-[preproc] +<preproc> #if (0 ? 2 : 3) == 3 pass #endif
-[preproc] +<preproc> #if (1 ? 2 : 3) == 2 pass #endif
-[preproc] +<preproc> #if (6 & 3) == 2 pass #endif
-[preproc] +<preproc> #if (6 | 3) == 7 pass #endif
-[preproc] +<preproc> #if (6 ^ 3) == 5 pass #endif
-[preproc] +<preproc> #if +1 == 1 pass #endif
-[preproc] +<preproc> #if -(-1) == 1 pass #endif
-[preproc] +<preproc> #if 2 + 3 * 5 == 17 pass #endif
-[preproc] +<preproc> #if (2 + 3) * 5 == 25 pass #endif
-[preproc] +<preproc> #if 0 \ < \ 1 diff --git a/tests/preproc-if.shader_test b/tests/preproc-if.shader_test index 54ee94d61..711a0cac7 100644 --- a/tests/preproc-if.shader_test +++ b/tests/preproc-if.shader_test @@ -1,38 +1,38 @@ -[preproc] +<preproc> #if 1 pass #endif
-[preproc] +<preproc> #if 1 pass
-[preproc] +<preproc> pass #if 0 fail
-[preproc] +<preproc> #if 1 pass #else fail #endif
-[preproc] +<preproc> #if 0 fail #else pass #endif
-[preproc] +<preproc> #if 0 fail #else pass
-[preproc] +<preproc> #if 0 fail #elif 1 @@ -41,7 +41,7 @@ pass fail #endif
-[preproc] +<preproc> #if 1 pass #elif 1 @@ -50,7 +50,7 @@ fail fail #endif
-[preproc] +<preproc> #if 0 fail #elif 0 @@ -59,7 +59,7 @@ fail pass #endif
-[preproc] +<preproc> #if 0 #if 1 fail @@ -72,17 +72,17 @@ pass #endif #endif
-[preproc] +<preproc> #if 0 fail #endif pass
-[preproc] +<preproc> #endif pass
-[preproc] +<preproc> /* The #elif is effectively ignored here. */ #if 0 fail @@ -91,7 +91,7 @@ pass #elif 0 #endif
-[preproc] +<preproc> #if 0 fail #else @@ -99,7 +99,7 @@ fail pass #endif
-[preproc] +<preproc> /* Similarly, the second #else is effectively ignored here. */ #if 0 fail @@ -108,7 +108,7 @@ pass #else #endif
-[preproc] +<preproc> /* Similarly, the second #else is effectively ignored here. */ #if 0 fail @@ -117,7 +117,7 @@ fail pass #endif
-[preproc] +<preproc> #if 0 #define KEY fail #else diff --git a/tests/preproc-ifdef.shader_test b/tests/preproc-ifdef.shader_test index b31aeb9a5..a83fd0325 100644 --- a/tests/preproc-ifdef.shader_test +++ b/tests/preproc-ifdef.shader_test @@ -1,32 +1,32 @@ -[preproc] +<preproc> #define KEY #ifdef KEY pass #endif
-[preproc] +<preproc> #define KEY #if defined(KEY) pass #endif
-[preproc] +<preproc> #define KEY #if defined KEY pass #endif
-[preproc] +<preproc> #ifndef KEY pass #endif
-[preproc] +<preproc> #if !defined(KEY) pass #endif
-[preproc] +<preproc> #define KEY #ifndef KEY fail @@ -34,54 +34,54 @@ fail pass #endif
-[preproc] +<preproc> #ifdef KEY fail #else pass #endif
-[preproc] +<preproc> #define KEY(a, b) #ifdef KEY pass #endif
-[preproc] +<preproc> #ifdef KEY fail #endif #define KEY pass
-[preproc] +<preproc> #define KEY 0 #ifdef KEY pass #endif
-[preproc] +<preproc> #define KEY #undef KEY #ifndef KEY pass #endif
-[preproc] +<preproc> #if KEY fail #else pass #endif
-[preproc] +<preproc> #if KEY == 0 pass #else fail #endif
-[preproc] +<preproc> #if KEY == 1 fail #else diff --git a/tests/preproc-invalid.shader_test b/tests/preproc-invalid.shader_test index 8a30aad3c..b2926c35b 100644 --- a/tests/preproc-invalid.shader_test +++ b/tests/preproc-invalid.shader_test @@ -1,8 +1,8 @@ -[preproc fail] +<preproc fail> #error
-[preproc fail] +<preproc fail> #include <nonexistent_file>
-[preproc fail] +<preproc fail> #include "nonexistent_file" diff --git a/tests/preproc-macro.shader_test b/tests/preproc-macro.shader_test index 0fe73f7c3..4824677ae 100644 --- a/tests/preproc-macro.shader_test +++ b/tests/preproc-macro.shader_test @@ -1,30 +1,30 @@ -[preproc] +<preproc> #define KEY pass KEY
-[preproc] +<preproc> #define KEY fail pass
-[preproc] +<preproc> #define KEY(a, b) a KEY(pass, fail)
-[preproc] +<preproc> /* Make sure argument expansion replaces the right tokens. */ #define KEY(pass, fail) fail KEY(fail, pass)
-[preproc] +<preproc> #define KEY (pass) KEY(a,b)
-[preproc] +<preproc> #define FUNC(a) pass #define LEFT FUNC( LEFT fail)
-[preproc] +<preproc> #define KEY(a, b) a KEY( pass @@ -32,7 +32,7 @@ pass fail )
-[preproc] +<preproc> /* Function-like macros which cannot be expanded (due to argument count mismatch * or other parse errors) emit only the macro name and nothing else. In the case * of unterminated macro lists, nothing after the macro name is emitted. */ @@ -40,42 +40,42 @@ fail pass(fail, fail fail
-[preproc] +<preproc> #define pass(a, b) fail pass(fail, fail, fail)
-[preproc] +<preproc> #define KEY(a, b) fail KEY(fail, fail, fail) pass
-[preproc] +<preproc> #define pass(a, b) fail pass (a, b)
-[preproc] +<preproc> #define FUNC(a) pass #define KEY FUNC KEY (fail)
-[preproc] +<preproc> #define KEY(a, b) a ## b KEY ( pa , ss )
-[preproc] +<preproc> #define KEY(a, b) pa ## ss KEY(fail, fail)
-[preproc] +<preproc> #define KEY(a) a ## ss KEY(pa)
-[preproc] +<preproc> #define KEY(a) pa ## a KEY(ss)
-[preproc] +<preproc> #define KEY(x) p \ ## \ x \ @@ -85,69 +85,69 @@ KEY( a )
-[preproc] +<preproc> /* Concatenation is only parsed if the macro has arguments. */ #define KEY fa ## il KEY pass
-[preproc] +<preproc> #define KEY(a) a KEY(pa ## ss)
-[preproc] +<preproc> fa ## il pass
-[preproc] +<preproc> #define KEY1 KEY2 #define KEY2 pass KEY1
-[preproc] +<preproc> #define KEY2 pass #define KEY1 KEY2 KEY1
-[preproc] +<preproc> #define KEY fail #undef KEY KEY pass
-[preproc] +<preproc> #define KEY(a,b) fail #undef KEY KEY(pass, pass)
-[preproc] +<preproc> #define KEY1 KEY2 #define KEY2 fail #undef KEY2 KEY1 pass
-[preproc] +<preproc> #define KEY2 fail #define KEY1 KEY2 #undef KEY2 KEY1 pass
-[preproc] +<preproc> #define KEY1(a, b) a #define KEY2 pass #define KEY3 fail KEY1(KEY2, KEY3)
-[preproc] +<preproc> #define a b #define KEY(a) b KEY(fail) pass
-[preproc] +<preproc> #define a b #define KEY(a) a KEY(pass)
-[preproc] +<preproc> #define OP== #if 2 OP 3 fail @@ -155,13 +155,13 @@ fail pass #endif
-[preproc] +<preproc> #define KEY 1 #if KEY == 1 pass #endif
-[preproc] +<preproc> #define KEY(a, b) (a < b) #if KEY(2, 1) fail @@ -169,26 +169,26 @@ fail pass #endif
-[preproc] +<preproc> #define KEY fail #define KEY pass KEY
-[preproc] +<preproc> /* Identifiers are not expanded in the LHS of #define statements. */ #define KEY pass #define KEY fail pass
-[preproc] +<preproc> #undef KEY pass
-[preproc] +<preproc> #define KEY(a, b) b KEY("fail,fail",pass)
-[preproc] +<preproc> #define \ KEY( \ a \ @@ -198,58 +198,58 @@ b \ a KEY(pass, fail)
-[preproc] +<preproc> #define \ KEY \ pass KEY
-[preproc] +<preproc> #define KEY(a, b) b KEY(multiline argument,pass)
-[preproc] +<preproc> #define KEY(a, b) b KEY( multiline #define fail pass argument, fail)
-[preproc] +<preproc> #define KEY(a, b) a KEY((pass,pass),(fail,fail))
-[preproc] +<preproc> #define KEY(a, b) b KEY((,,fail,,fail,,),(,,pass,,pass,,))
-[preproc] +<preproc> #define KEY(a, b) b KEY([,,fail,,fail,,],[,,pass,,pass,,])
-[preproc] +<preproc> #define KEY(a, b) b KEY({,,fail,,fail,,},{,,pass,,pass,,})
-[preproc] +<preproc> #define KEY(a, b) pass KEY((),())
-[preproc] +<preproc> #define KEY(a, b) pass KEY((,),(,))
-[preproc] +<preproc> /* Unbalanced parentheses result in an unterminated macro. */ #define pass(a, b) fail pass((),()
-[preproc] +<preproc> #define KEY(a,a) a KEY(pass,fail)
-[preproc] +<preproc> /* Macro arguments suffer their own macro expansion only after the macro has * been completely parsed. */ #define KEY(a) a @@ -257,7 +257,7 @@ KEY(fail #define fail pass )
-[preproc] +<preproc> /* The same applies to #if. */ #define KEY(a) a KEY( @@ -267,7 +267,7 @@ pass #endif )
-[preproc] +<preproc> #define KEY(a) a KEY(pass #ifdef OBJ @@ -276,7 +276,7 @@ fail #define OBJ )
-[preproc] +<preproc> /* Directives inside of macro arguments are always evaluated. */ #define FUNC(a) value FUNC(fail @@ -284,7 +284,7 @@ FUNC(fail ) KEY
-[preproc] +<preproc> #define FUNC1(a) a ## ss #define FUNC2(a, b) a < b
@@ -298,6 +298,6 @@ fail #endif )
-[preproc] +<preproc> #define __LINE__ pass __LINE__ diff --git a/tests/preproc-misc.shader_test b/tests/preproc-misc.shader_test index f14c59933..89c1025a1 100644 --- a/tests/preproc-misc.shader_test +++ b/tests/preproc-misc.shader_test @@ -1,80 +1,80 @@ -[preproc] +<preproc> # define KEY pass KEY
-[preproc] +<preproc> #if 0 #error #endif pass
-[preproc] +<preproc> #define pass fail "pass"
-[preproc] +<preproc> #define pass fail " escape " pass "
-[preproc] +<preproc> #define fail pass " escape \" fail
-[preproc] +<preproc> "multiline string" pass
-[preproc] +<preproc> "multiline pass"
-[preproc] +<preproc> "pass string"
-[preproc] +<preproc> /* #error fail * / fail*/pass
-[preproc] +<preproc> pass/* #error fail */
-[preproc] +<preproc> pass//fail
-[preproc] +<preproc> // multiline comment \ fail pass
-[preproc] +<preproc> fa/* */il pass
-[preproc] +<preproc> #define KEY // KEY pass
-[preproc] +<preproc> #define KEY /* fail */ pass KEY
-[preproc] +<preproc> #define KEY(a, b) /* multiline
comment */ a KEY(pass, fail)
-[preproc] +<preproc> pass /* fail
-[preproc] +<preproc> /* The backslash must be the last character in the line. */ #define KEY \ pass diff --git a/tests/round.shader_test b/tests/round.shader_test index cc5a69751..e05f9dc5e 100644 --- a/tests/round.shader_test +++ b/tests/round.shader_test @@ -1,17 +1,17 @@ -[pixel shader] +<pixel shader> float4 main(uniform float4 u) : sv_target { return round(u); }
-[test] +<test> uniform 0 float4 -0.5 6.5 7.5 3.4 draw quad probe all rgba (0.0, 6.0, 8.0, 3.0) 4
-[pixel shader] +<pixel shader> float4 main(uniform float4 u) : sv_target { float a = round(u.r); @@ -20,20 +20,20 @@ float4 main(uniform float4 u) : sv_target return round(res); }
-[test] +<test> uniform 0 float4 -0.5 6.5 7.5 3.4 draw quad probe all rgba (6.0, 8.0, 0.0, 3.0) 4
-[pixel shader] +<pixel shader> float4 main(uniform int4 u) : sv_target { return round(u); }
-[test] +<test> uniform 0 int4 -1 0 2 10 draw quad probe all rgba (-1.0, 0.0, 2.0, 10.0) 4 diff --git a/tests/sampler-offset.shader_test b/tests/sampler-offset.shader_test index 83900c55e..864eb6f50 100644 --- a/tests/sampler-offset.shader_test +++ b/tests/sampler-offset.shader_test @@ -1,15 +1,15 @@ -[sampler 0] +<sampler 0> filter point point point address clamp clamp clamp
-[texture 0] +<texture 0> size (3, 3) 0.0 0.0 0.0 0.4 0.1 0.0 0.5 0.0 0.2 0.0 0.0 0.4 0.0 0.1 0.5 0.0 0.1 0.1 0.0 0.4 0.2 0.1 0.5 0.0 0.0 0.2 0.0 0.4 0.1 0.2 0.5 0.0 0.2 0.2 0.0 0.4
-[pixel shader] +<pixel shader> sampler s; Texture2D t;
@@ -18,12 +18,12 @@ float4 main() : sv_target return t.Sample(s, float2(0.5, 0.5), int2(0, 1)); }
-[test] +<test> draw quad probe all rgba (0.1, 0.2, 0.5, 0.0)
-[pixel shader] +<pixel shader> sampler s; Texture2D t;
@@ -32,12 +32,12 @@ float4 main() : sv_target return t.Sample(s, float2(0.1, 0.5), int2(2, 1)); }
-[test] +<test> draw quad probe all rgba (0.2, 0.2, 0.0, 0.4)
-[pixel shader] +<pixel shader> sampler s; Texture2D t;
@@ -46,6 +46,6 @@ float4 main() : sv_target return t.Sample(s, float2(0.9, 0.5), int2(-2, 1)); }
-[test] +<test> draw quad probe all rgba (0.0, 0.2, 0.0, 0.4) diff --git a/tests/sampler.shader_test b/tests/sampler.shader_test index 3970fb510..82a09170b 100644 --- a/tests/sampler.shader_test +++ b/tests/sampler.shader_test @@ -1,13 +1,13 @@ -[sampler 0] +<sampler 0> filter linear linear linear address clamp clamp clamp
-[texture 0] +<texture 0> size (2, 2) 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 1.0 0.0 1.0 0.0
-[pixel shader] +<pixel shader> sampler s; Texture2D t;
@@ -16,11 +16,11 @@ float4 main() : sv_target return t.Sample(s, float2(0.5, 0.5)); }
-[test] +<test> draw quad probe all rgba (0.25, 0, 0.25, 0)
-[pixel shader] +<pixel shader> SamplerState s; Texture2D t;
@@ -29,6 +29,6 @@ float4 main() : sv_target return t.Sample(s, float2(0.5, 0.5)); }
-[test] +<test> draw quad probe all rgba (0.25, 0, 0.25, 0) diff --git a/tests/saturate.shader_test b/tests/saturate.shader_test index e99df5b3b..d35f82120 100644 --- a/tests/saturate.shader_test +++ b/tests/saturate.shader_test @@ -1,21 +1,21 @@ -[pixel shader] +<pixel shader> float4 main(uniform float2 u) : sv_target { return float4(saturate(u), saturate(u.x + 0.5), saturate(-1.2)); }
-[test] +<test> uniform 0 float4 0.7 -0.1 0.0 0.0 draw quad probe all rgba (0.7, 0.0, 1.0, 0.0)
-[pixel shader] +<pixel shader> float4 main(uniform int4 u) : sv_target { return saturate(u); }
-[test] +<test> uniform 0 int4 -2 0 2 -1 draw quad probe all rgba (0.0, 0.0, 1.0, 0.0) diff --git a/tests/shader_runner.c b/tests/shader_runner.c index 558d074d7..49a23900b 100644 --- a/tests/shader_runner.c +++ b/tests/shader_runner.c @@ -475,8 +475,10 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con
++line_number;
- if (!ret || line[0] == '[') + if (!ret || (line[0] == '<' && line[strlen(line) - 2] == '>')) { + unsigned int index; + switch (state) { case STATE_NONE: @@ -571,28 +573,23 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con break; } } - } - - if (!ret) - break;
- if (line[0] == '[') - { - unsigned int index; + if (!ret) + break;
- if (!strcmp(line, "[require]\n")) + if (!strcmp(line, "<require>\n")) { state = STATE_REQUIRE; } - else if (!strcmp(line, "[pixel shader]\n")) + else if (!strcmp(line, "<pixel shader>\n")) { state = STATE_SHADER_PIXEL; } - else if (!strcmp(line, "[pixel shader fail]\n")) + else if (!strcmp(line, "<pixel shader fail>\n")) { state = STATE_SHADER_INVALID_PIXEL; } - else if (sscanf(line, "[sampler %u]\n", &index)) + else if (sscanf(line, "<sampler %u>\n", &index)) { state = STATE_SAMPLER;
@@ -613,7 +610,7 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con current_sampler->v_address = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; current_sampler->w_address = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; } - else if (sscanf(line, "[texture %u]\n", &index)) + else if (sscanf(line, "<texture %u>\n", &index)) { state = STATE_TEXTURE;
@@ -624,15 +621,15 @@ void run_shader_tests(struct shader_context *context, int argc, char **argv, con current_texture.data_type = TEXTURE_DATA_FLOAT; current_texture.texel_size = 16; } - else if (!strcmp(line, "[test]\n")) + else if (!strcmp(line, "<test>\n")) { state = STATE_TEST; } - else if (!strcmp(line, "[preproc]\n")) + else if (!strcmp(line, "<preproc>\n")) { state = STATE_PREPROC; } - else if (!strcmp(line, "[preproc fail]\n")) + else if (!strcmp(line, "<preproc fail>\n")) { state = STATE_PREPROC_INVALID; } diff --git a/tests/swizzle-0.shader_test b/tests/swizzle-0.shader_test index 9be141cf9..9488a632e 100644 --- a/tests/swizzle-0.shader_test +++ b/tests/swizzle-0.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> uniform float4 color;
float4 main() : sv_target @@ -9,7 +9,7 @@ float4 main() : sv_target return ret; }
-[test] +<test> uniform 0 float4 0.0303 0.08 0.07 0.0202 draw quad probe all rgba (0.0101, 0.0303, 0.0202, 0.0404) diff --git a/tests/swizzle-1.shader_test b/tests/swizzle-1.shader_test index 40cdc010c..9f8b07ea9 100644 --- a/tests/swizzle-1.shader_test +++ b/tests/swizzle-1.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main() : SV_target { float4 ret = float4(0.1, 0.2, 0.3, 0.4); @@ -6,6 +6,6 @@ float4 main() : SV_target return ret; }
-[test] +<test> draw quad probe all rgba (0.1, 0.6, 0.3, 0.5) diff --git a/tests/swizzle-2.shader_test b/tests/swizzle-2.shader_test index b07134c6d..15e9e889a 100644 --- a/tests/swizzle-2.shader_test +++ b/tests/swizzle-2.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main() : SV_target { float4 ret; @@ -6,6 +6,6 @@ float4 main() : SV_target return ret; }
-[test] +<test> draw quad probe all rgba (0.4, 0.3, 0.1, 0.2) diff --git a/tests/swizzle-3.shader_test b/tests/swizzle-3.shader_test index 1ecf5a5cf..fe573c7a7 100644 --- a/tests/swizzle-3.shader_test +++ b/tests/swizzle-3.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main() : SV_target { float4 ret; @@ -9,6 +9,6 @@ float4 main() : SV_target return ret; }
-[test] +<test> draw quad probe all rgba (0.3, 0.2, 0.4, 0.1) diff --git a/tests/swizzle-4.shader_test b/tests/swizzle-4.shader_test index c09fa5158..9bcfd1d44 100644 --- a/tests/swizzle-4.shader_test +++ b/tests/swizzle-4.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main() : SV_target { float4 ret; @@ -8,6 +8,6 @@ float4 main() : SV_target return ret; }
-[test] +<test> draw quad probe all rgba (0.1, 0.2, 0.4, 0.3) diff --git a/tests/swizzle-5.shader_test b/tests/swizzle-5.shader_test index 5a3ee1dba..7badcedcc 100644 --- a/tests/swizzle-5.shader_test +++ b/tests/swizzle-5.shader_test @@ -1,10 +1,10 @@ -[pixel shader] +<pixel shader> float4 main() : SV_target { float4 ret = float4(0.1, 0.2, 0.3, 0.4).ywxz.zyyz; return ret; }
-[test] +<test> draw quad probe all rgba (0.1, 0.4, 0.4, 0.1) diff --git a/tests/swizzle-6.shader_test b/tests/swizzle-6.shader_test index 04251c658..e24e8d8fc 100644 --- a/tests/swizzle-6.shader_test +++ b/tests/swizzle-6.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main() : SV_target { float4 ret = float4(0.1, 0.2, 0.3, 0.4); @@ -7,6 +7,6 @@ float4 main() : SV_target return ret; }
-[test] +<test> draw quad probe all rgba (0.3, 0.1, 0.4, 0.2) diff --git a/tests/swizzle-7.shader_test b/tests/swizzle-7.shader_test index 15a4cd077..eae20f120 100644 --- a/tests/swizzle-7.shader_test +++ b/tests/swizzle-7.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main() : SV_target { float4 ret; @@ -6,6 +6,6 @@ float4 main() : SV_target return ret; }
-[test] +<test> draw quad probe all rgba (0.1, 0.2, 0.3, 0.4) diff --git a/tests/texture-load-typed.shader_test b/tests/texture-load-typed.shader_test index c0c3568a8..8eec4d62b 100644 --- a/tests/texture-load-typed.shader_test +++ b/tests/texture-load-typed.shader_test @@ -1,4 +1,4 @@ -[pixel shader fail] +<pixel shader fail> texture<float> t;
float4 main() : sv_target @@ -6,7 +6,7 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[pixel shader fail] +<pixel shader fail> typedef Texture2D mytex_t; mytex_t<float> t;
@@ -15,25 +15,25 @@ float4 main() : sv_target return float4(0, 0, 0, 0); }
-[texture 0] +<texture 0> format r32 float size (1, 1)
0.8
-[texture 1] +<texture 1> format r32 sint size (1, 1)
-3
-[texture 2] +<texture 2> format r32g32 uint size (1, 1)
4294967295 123
-[pixel shader] +<pixel shader> typedef int myint_t; texture2D<float> f1; Texture2D<myint_t> i1; @@ -44,6 +44,6 @@ float4 main() : sv_target return float4(f1.Load(pos), i1.Load(pos), u2.Load(pos)); }
-[test] +<test> draw quad probe all rgba (0.8, -3.0, 4294967295.0, 123.0) diff --git a/tests/texture-load.shader_test b/tests/texture-load.shader_test index 86b36af49..00caa0239 100644 --- a/tests/texture-load.shader_test +++ b/tests/texture-load.shader_test @@ -1,9 +1,9 @@ -[texture 0] +<texture 0> size (2, 2) 0.1 0.2 0.3 0.4 0.5 0.7 0.6 0.8 0.6 0.5 0.2 0.1 0.8 0.0 0.7 1.0
-[pixel shader] +<pixel shader> Texture2D t;
float4 main(float4 pos : sv_position) : sv_target @@ -11,7 +11,7 @@ float4 main(float4 pos : sv_position) : sv_target return t.Load(int3(pos.xy, 0)); }
-[test] +<test> draw quad probe rgba (0, 0) (0.1, 0.2, 0.3, 0.4) probe rgba (1, 0) (0.5, 0.7, 0.6, 0.8) diff --git a/tests/trigonometry.shader_test b/tests/trigonometry.shader_test index 07a280a02..4024605d5 100644 --- a/tests/trigonometry.shader_test +++ b/tests/trigonometry.shader_test @@ -1,10 +1,10 @@ -[pixel shader] +<pixel shader> float4 main(float4 pos : SV_POSITION) : SV_TARGET { return float4(sin(pos.x - 0.5), cos(pos.x - 0.5), 0, 0); }
-[test] +<test> draw quad probe rgba ( 0, 0) ( 0.00000000, 1.00000000, 0.0, 0.0) probe rgba ( 1, 0) ( 0.84147098, 0.54030231, 0.0, 0.0) 1024 diff --git a/tests/writemask-assignop-0.shader_test b/tests/writemask-assignop-0.shader_test index 374a38bb4..66a2a6602 100644 --- a/tests/writemask-assignop-0.shader_test +++ b/tests/writemask-assignop-0.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> uniform float4 color;
float4 main() : SV_target @@ -9,7 +9,7 @@ float4 main() : SV_target return ret; }
-[test] +<test> uniform 0 float4 0.0303 0.08 0.07 0.0202 draw quad probe all rgba (-0.4697, -0.02, 0.57, 0.3202) 2 diff --git a/tests/writemask-assignop-1.shader_test b/tests/writemask-assignop-1.shader_test index 61993257c..c26599023 100644 --- a/tests/writemask-assignop-1.shader_test +++ b/tests/writemask-assignop-1.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> uniform float4 color;
float4 main() : SV_target @@ -10,7 +10,7 @@ float4 main() : SV_target return ret; }
-[test] +<test> uniform 0 float4 0.0303 0.08 0.07 0.0202 draw quad probe all rgba (0.5697, -0.08, -0.27, -0.4202) diff --git a/tests/writemask-assignop-2.shader_test b/tests/writemask-assignop-2.shader_test index 4e905e677..33ea56447 100644 --- a/tests/writemask-assignop-2.shader_test +++ b/tests/writemask-assignop-2.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main() : SV_target { float4 ret = float4(2, 2, 2, 2); @@ -8,6 +8,6 @@ float4 main() : SV_target return ret; }
-[test] +<test> draw quad probe all rgba (2.1, 2.2, 0.8, 1.7) diff --git a/tests/writemask-assignop-3.shader_test b/tests/writemask-assignop-3.shader_test index 90957cb00..c7eb37f6a 100644 --- a/tests/writemask-assignop-3.shader_test +++ b/tests/writemask-assignop-3.shader_test @@ -1,4 +1,4 @@ -[pixel shader] +<pixel shader> float4 main() : SV_target { float4 ret = float4(2, 2, 2, 2); @@ -6,6 +6,6 @@ float4 main() : SV_target return ret; }
-[test] +<test> draw quad probe all rgba (1.9, 1.8, 1.7, 1.6)