Commit 3add5584 authored by Travis Athougies's avatar Travis Athougies Committed by Alexandre Julliard

d3dcompiler_43/tests: Fixed nonconformant C string literals in HLSL test suite.

parent 89991e1f
......@@ -70,10 +70,10 @@ static IDirect3DDevice9 *init_d3d9(IDirect3DVertexDeclaration9 **vdeclaration,
};
static const char *vshader_passthru_hlsl =
"float4 vshader(float4 pos: POSITION, inout float2 texcoord: TEXCOORD0): POSITION \
{ \
return pos; \
}";
"float4 vshader(float4 pos: POSITION, inout float2 texcoord: TEXCOORD0): POSITION\n"
"{\n"
" return pos;\n"
"}";
IDirect3D9 *d3d9_ptr;
IDirect3DDevice9 *device_ptr = NULL;
......@@ -301,14 +301,14 @@ static void test_swizzle(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_
};
static const char *swizzle_test_shader =
"uniform float4 color; \
float4 test(): COLOR \
{ \
float4 ret = color; \
ret.gb = ret.ra; \
ret.ra = float2(0.0101, 0.0404); \
return ret; \
}";
"uniform float4 color;\n"
"float4 test(): COLOR\n"
"{\n"
" float4 ret = color;\n"
" ret.gb = ret.ra;\n"
" ret.ra = float2(0.0101, 0.0404);\n"
" return ret;\n"
"}";
ID3DXConstantTable *constants;
IDirect3DPixelShader9 *pshader;
......@@ -339,14 +339,14 @@ static void test_math(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geo
};
static const char *order_of_operations_shader =
"float4 test(uniform float u, uniform float v, uniform float w, uniform float x, \
uniform float y, uniform float z): COLOR \
{ \
return float4(x * y - z / w + --u / -v, \
z * x / y + w / -v, \
u + v - w, \
x / y / w); \
}";
"float4 test(uniform float u, uniform float v, uniform float w, uniform float x,\n"
" uniform float y, uniform float z): COLOR\n"
"{\n"
" return float4(x * y - z / w + --u / -v,\n"
" z * x / y + w / -v,\n"
" u + v - w,\n"
" x / y / w);\n"
"}";
ID3DXConstantTable *constants;
IDirect3DPixelShader9 *pshader;
......@@ -383,13 +383,13 @@ static void test_conditionals(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *
};
static const char *if_greater_shader =
"float4 test(float2 pos: TEXCOORD0): COLOR \
{ \
if((pos.x * 32.0) > 20.0) \
return float4(0.1, 0.2, 0.3, 0.4); \
else \
return float4(0.9, 0.8, 0.7, 0.6); \
}";
"float4 test(float2 pos: TEXCOORD0): COLOR\n"
"{\n"
" if((pos.x * 32.0) > 20.0)\n"
" return float4(0.1, 0.2, 0.3, 0.4);\n"
" else\n"
" return float4(0.9, 0.8, 0.7, 0.6);\n"
"}";
static const struct hlsl_probe_info ternary_operator_probes[] =
{
......@@ -404,10 +404,10 @@ static void test_conditionals(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *
};
static const char *ternary_operator_shader =
"float4 test(float2 pos: TEXCOORD0): COLOR \
{ \
return (pos.x < 0.5?float4(0.5, 0.25, 0.5, 0.75):float4(0.6, 0.8, 0.1, 0.2)); \
}";
"float4 test(float2 pos: TEXCOORD0): COLOR\n"
"{\n"
" return (pos.x < 0.5?float4(0.5, 0.25, 0.5, 0.75):float4(0.6, 0.8, 0.1, 0.2));\n"
"}";
ID3DXConstantTable *constants;
IDirect3DPixelShader9 *pshader;
......@@ -442,15 +442,15 @@ static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9
};
static const char *vec4_indexing_test1_shader =
"float4 test(): COLOR \
{ \
float4 color; \
color[0] = 0.020; \
color[1] = 0.245; \
color[2] = 0.351; \
color[3] = 1.0; \
return color; \
}";
"float4 test(): COLOR\n"
"{\n"
" float4 color;\n"
" color[0] = 0.020;\n"
" color[1] = 0.245;\n"
" color[2] = 0.351;\n"
" color[3] = 1.0;\n"
" return color;\n"
"}";
static const struct hlsl_probe_info vec4_indexing_test2_probes[] =
{
......@@ -459,14 +459,14 @@ static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9
/* We have this uniform i here so the compiler can't optimize */
static const char *vec4_indexing_test2_shader =
"uniform int i; \
float4 test(): COLOR \
{ \
float4 color = float4(0.5, 0.4, 0.3, 0.2); \
color.g = color[i]; \
color.b = 0.8; \
return color; \
}";
"uniform int i;\n"
"float4 test(): COLOR\n"
"{\n"
" float4 color = float4(0.5, 0.4, 0.3, 0.2);\n"
" color.g = color[i];\n"
" color.b = 0.8;\n"
" return color;\n"
"}";
ID3DXConstantTable *constants;
IDirect3DPixelShader9 *pshader;
......@@ -534,13 +534,13 @@ static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geo
};
static const char *sincos_shader =
"float4 test(float x: TEXCOORD0): COLOR \
{ \
const float pi2 = 6.2831853; \
float calcd_sin = (sin(x * pi2) + 1)/2; \
float calcd_cos = (cos(x * pi2) + 1)/2; \
return float4(calcd_sin, calcd_cos, 0, 0); \
}";
"float4 test(float x: TEXCOORD0): COLOR\n"
"{\n"
" const float pi2 = 6.2831853;\n"
" float calcd_sin = (sin(x * pi2) + 1)/2;\n"
" float calcd_cos = (cos(x * pi2) + 1)/2;\n"
" return float4(calcd_sin, calcd_cos, 0, 0);\n"
"}";
ID3DXConstantTable *constants;
IDirect3DPixelShader9 *pshader;
......
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