d3dcompiler_43/tests: Fixed nonconformant C string literals in HLSL test suite.
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@ -70,10 +70,10 @@ static IDirect3DDevice9 *init_d3d9(IDirect3DVertexDeclaration9 **vdeclaration,
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};
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static const char *vshader_passthru_hlsl =
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"float4 vshader(float4 pos: POSITION, inout float2 texcoord: TEXCOORD0): POSITION \
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{ \
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return pos; \
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}";
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"float4 vshader(float4 pos: POSITION, inout float2 texcoord: TEXCOORD0): POSITION\n"
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"{\n"
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" return pos;\n"
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"}";
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IDirect3D9 *d3d9_ptr;
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IDirect3DDevice9 *device_ptr = NULL;
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@ -301,14 +301,14 @@ static void test_swizzle(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_
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};
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static const char *swizzle_test_shader =
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"uniform float4 color; \
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float4 test(): COLOR \
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{ \
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float4 ret = color; \
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ret.gb = ret.ra; \
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ret.ra = float2(0.0101, 0.0404); \
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return ret; \
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}";
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"uniform float4 color;\n"
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"float4 test(): COLOR\n"
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"{\n"
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" float4 ret = color;\n"
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" ret.gb = ret.ra;\n"
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" ret.ra = float2(0.0101, 0.0404);\n"
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" return ret;\n"
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"}";
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ID3DXConstantTable *constants;
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IDirect3DPixelShader9 *pshader;
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@ -339,14 +339,14 @@ static void test_math(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geo
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};
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static const char *order_of_operations_shader =
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"float4 test(uniform float u, uniform float v, uniform float w, uniform float x, \
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uniform float y, uniform float z): COLOR \
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{ \
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return float4(x * y - z / w + --u / -v, \
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z * x / y + w / -v, \
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u + v - w, \
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x / y / w); \
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}";
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"float4 test(uniform float u, uniform float v, uniform float w, uniform float x,\n"
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" uniform float y, uniform float z): COLOR\n"
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"{\n"
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" return float4(x * y - z / w + --u / -v,\n"
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" z * x / y + w / -v,\n"
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" u + v - w,\n"
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" x / y / w);\n"
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"}";
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ID3DXConstantTable *constants;
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IDirect3DPixelShader9 *pshader;
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@ -383,13 +383,13 @@ static void test_conditionals(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *
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};
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static const char *if_greater_shader =
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"float4 test(float2 pos: TEXCOORD0): COLOR \
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{ \
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if((pos.x * 32.0) > 20.0) \
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return float4(0.1, 0.2, 0.3, 0.4); \
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else \
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return float4(0.9, 0.8, 0.7, 0.6); \
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}";
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"float4 test(float2 pos: TEXCOORD0): COLOR\n"
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"{\n"
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" if((pos.x * 32.0) > 20.0)\n"
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" return float4(0.1, 0.2, 0.3, 0.4);\n"
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" else\n"
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" return float4(0.9, 0.8, 0.7, 0.6);\n"
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"}";
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static const struct hlsl_probe_info ternary_operator_probes[] =
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{
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@ -404,10 +404,10 @@ static void test_conditionals(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *
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};
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static const char *ternary_operator_shader =
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"float4 test(float2 pos: TEXCOORD0): COLOR \
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{ \
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return (pos.x < 0.5?float4(0.5, 0.25, 0.5, 0.75):float4(0.6, 0.8, 0.1, 0.2)); \
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}";
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"float4 test(float2 pos: TEXCOORD0): COLOR\n"
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"{\n"
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" return (pos.x < 0.5?float4(0.5, 0.25, 0.5, 0.75):float4(0.6, 0.8, 0.1, 0.2));\n"
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"}";
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ID3DXConstantTable *constants;
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IDirect3DPixelShader9 *pshader;
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@ -442,15 +442,15 @@ static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9
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};
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static const char *vec4_indexing_test1_shader =
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"float4 test(): COLOR \
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{ \
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float4 color; \
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color[0] = 0.020; \
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color[1] = 0.245; \
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color[2] = 0.351; \
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color[3] = 1.0; \
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return color; \
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}";
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"float4 test(): COLOR\n"
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"{\n"
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" float4 color;\n"
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" color[0] = 0.020;\n"
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" color[1] = 0.245;\n"
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" color[2] = 0.351;\n"
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" color[3] = 1.0;\n"
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" return color;\n"
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"}";
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static const struct hlsl_probe_info vec4_indexing_test2_probes[] =
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{
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@ -459,14 +459,14 @@ static void test_float_vectors(IDirect3DDevice9 *device, IDirect3DVertexBuffer9
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/* We have this uniform i here so the compiler can't optimize */
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static const char *vec4_indexing_test2_shader =
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"uniform int i; \
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float4 test(): COLOR \
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{ \
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float4 color = float4(0.5, 0.4, 0.3, 0.2); \
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color.g = color[i]; \
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color.b = 0.8; \
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return color; \
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}";
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"uniform int i;\n"
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"float4 test(): COLOR\n"
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"{\n"
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" float4 color = float4(0.5, 0.4, 0.3, 0.2);\n"
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" color.g = color[i];\n"
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" color.b = 0.8;\n"
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" return color;\n"
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"}";
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ID3DXConstantTable *constants;
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IDirect3DPixelShader9 *pshader;
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@ -534,13 +534,13 @@ static void test_trig(IDirect3DDevice9 *device, IDirect3DVertexBuffer9 *quad_geo
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};
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static const char *sincos_shader =
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"float4 test(float x: TEXCOORD0): COLOR \
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{ \
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const float pi2 = 6.2831853; \
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float calcd_sin = (sin(x * pi2) + 1)/2; \
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float calcd_cos = (cos(x * pi2) + 1)/2; \
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return float4(calcd_sin, calcd_cos, 0, 0); \
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}";
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"float4 test(float x: TEXCOORD0): COLOR\n"
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"{\n"
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" const float pi2 = 6.2831853;\n"
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" float calcd_sin = (sin(x * pi2) + 1)/2;\n"
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" float calcd_cos = (cos(x * pi2) + 1)/2;\n"
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" return float4(calcd_sin, calcd_cos, 0, 0);\n"
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"}";
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ID3DXConstantTable *constants;
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IDirect3DPixelShader9 *pshader;
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