From: Francisco Casas fcasas@codeweavers.com
--- tests/entry-point-semantics.shader_test | 124 ++++++++++++++++++++++++ 1 file changed, 124 insertions(+)
diff --git a/tests/entry-point-semantics.shader_test b/tests/entry-point-semantics.shader_test index 34659fa0..1f86a61a 100644 --- a/tests/entry-point-semantics.shader_test +++ b/tests/entry-point-semantics.shader_test @@ -193,3 +193,127 @@ float4 main(in float2 tex0 : TEXCOORD0, in float2 tex1 : TEXCOORD1) : sv_target [test] todo draw quad todo probe (0, 0) rgba (1.0, 2.0, 10.0, 20.0) + + +% Output semantics cannot be mapped to more than one value. +[vertex shader fail] +struct apple { + float2 tex : TEXCOORD0; +}; + +void main(out apple apls[2], inout float4 pos : sv_position) +{ + apls[0].tex = float2(1, 2); + apls[1].tex = float2(3, 4); +} + + +[vertex shader fail todo] +struct apple { + float2 f : SEMANTIC; +}; + +void main(out apple a, out apple b, inout float4 pos : sv_position) +{ + a.f = float2(1, 2); + b.f = float2(3, 4); +} + + +% Semantic names are case-insensitive. +[vertex shader fail todo] +void main(out float2 a : sem0, out float2 b : SEM, inout float4 pos : sv_position) +{ + a = float2(1, 2); + b = float2(3, 4); +} + + +[vertex shader todo] +void main(out float2 tex[4] : texcoord, inout float4 pos : sv_position) +{ + tex[0] = float2(11.0, 22.0); + tex[1] = float2(33.0, 44.0); + tex[2] = float2(55.0, 66.0); + tex[3] = float2(77.0, 88.0); +} + + +% Arguments with the same semantic aren't aliased. +[pixel shader] +float4 main(in float2 t1 : TEXCOORD0, in float2 t2 : TEXCOORD0) : sv_target +{ + t1 = float2(10, 20); + return float4(t1, t2); +} + +[test] +todo draw quad +todo probe (0, 0) rgba (10.0, 20.0, 11.0, 22.0) + + +% Different indexes of the same semantic can have different types. +[pixel shader] +float4 main(in float2 a : TEXCOORD0, in float b : TEXCOORD1) : sv_target +{ + return float4(a, b, 0); +} + +[test] +todo draw quad +todo probe (0, 0) rgba (11.0, 22.0, 33.0, 0.0) + + +% In SM4, duplicated input semantics can only have different types if they have the same layout and +% register types. SM1 is permissive in this regard. +[pixel shader] +float4 main(in float2 a : TEXCOORD0, in half2 b : TEXCOORD0, in float2x1 c: TEXCOORD0) : sv_target +{ + return 0.0; +} + + +[pixel shader] +float4 main(in uint2 a : TEXCOORD0, in int2 b : TEXCOORD0, in int2x1 c : TEXCOORD0, in bool2 d : TEXCOORD0) : sv_target +{ + return 0.0; +} + + +[require] +shader model >= 4.0 + + +[pixel shader fail todo] +float4 main(in float2 a : TEXCOORD0, in float3 b : TEXCOORD0) : sv_target +{ + return 0.0; +} + + +[pixel shader fail todo] +float4 main(in float2 a : TEXCOORD0, in int2 b : TEXCOORD0) : sv_target +{ + return 0.0; +} + + +% For some reason, vectors from row_major matrices are not considered has having the same layout as +% regular vectors. +[pixel shader fail todo] +float4 main(in float2 a : TEXCOORD0, row_major float1x2 b : TEXCOORD0) : sv_target +{ + return 0.0; +} + +[pixel shader fail todo] +float4 main(in float2 a : TEXCOORD0, row_major float2x1 b : TEXCOORD0) : sv_target +{ + return 0.0; +} + +[pixel shader fail todo] +float4 main(in float4 a : TEXCOORD0, row_major float1x4 b : TEXCOORD0) : sv_target +{ + return 0.0; +}