123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415 |
- float VertexShaderFunctionS(float inF0, float inF1, float inF2, uint inU0, uint inU1)
- {
- all(inF0);
- abs(inF0);
- acos(inF0);
- any(inF0);
- asin(inF0);
- asint(inF0);
- asuint(inF0);
- asfloat(inU0);
- // asdouble(inU0, inU1); // TODO: enable when HLSL parser used for intrinsics
- atan(inF0);
- atan2(inF0, inF1);
- ceil(inF0);
- clamp(inF0, inF1, inF2);
- cos(inF0);
- cosh(inF0);
- countbits(7);
- degrees(inF0);
- // EvaluateAttributeAtCentroid(inF0);
- // EvaluateAttributeAtSample(inF0, 0);
- // TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
- exp(inF0);
- exp2(inF0);
- firstbithigh(7);
- firstbitlow(7);
- floor(inF0);
- // TODO: fma(inD0, inD1, inD2);
- fmod(inF0, inF1);
- frac(inF0);
- isinf(inF0);
- isnan(inF0);
- ldexp(inF0, inF1);
- lerp(inF0, inF1, inF2);
- log(inF0);
- log10(inF0);
- log2(inF0);
- max(inF0, inF1);
- min(inF0, inF1);
- // TODO: mul(inF0, inF1);
- pow(inF0, inF1);
- radians(inF0);
- reversebits(2);
- round(inF0);
- rsqrt(inF0);
- saturate(inF0);
- sign(inF0);
- sin(inF0);
- sincos(inF0, inF1, inF2);
- sinh(inF0);
- smoothstep(inF0, inF1, inF2);
- sqrt(inF0);
- step(inF0, inF1);
- tan(inF0);
- tanh(inF0);
- // TODO: sampler intrinsics, when we can declare the types.
- trunc(inF0);
- return 0.0;
- }
- float1 VertexShaderFunction1(float1 inF0, float1 inF1, float1 inF2)
- {
- // TODO: ... add when float1 prototypes are generated
- return 0.0;
- }
- float2 VertexShaderFunction2(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, uint2 inU1)
- {
- all(inF0);
- abs(inF0);
- acos(inF0);
- any(inF0);
- asin(inF0);
- asint(inF0);
- asuint(inF0);
- asfloat(inU0);
- // asdouble(inU0, inU1); // TODO: enable when HLSL parser used for intrinsics
- atan(inF0);
- atan2(inF0, inF1);
- ceil(inF0);
- clamp(inF0, inF1, inF2);
- cos(inF0);
- cosh(inF0);
- countbits(int2(7,3));
- degrees(inF0);
- distance(inF0, inF1);
- dot(inF0, inF1);
- // EvaluateAttributeAtCentroid(inF0);
- // EvaluateAttributeAtSample(inF0, 0);
- // TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
- exp(inF0);
- exp2(inF0);
- faceforward(inF0, inF1, inF2);
- firstbithigh(7);
- firstbitlow(7);
- floor(inF0);
- // TODO: fma(inD0, inD1, inD2);
- fmod(inF0, inF1);
- frac(inF0);
- isinf(inF0);
- isnan(inF0);
- ldexp(inF0, inF1);
- lerp(inF0, inF1, inF2);
- length(inF0);
- log(inF0);
- log10(inF0);
- log2(inF0);
- max(inF0, inF1);
- min(inF0, inF1);
- // TODO: mul(inF0, inF1);
- normalize(inF0);
- pow(inF0, inF1);
- radians(inF0);
- reflect(inF0, inF1);
- refract(inF0, inF1, 2.0);
- reversebits(int2(1,2));
- round(inF0);
- rsqrt(inF0);
- saturate(inF0);
- sign(inF0);
- sin(inF0);
- sincos(inF0, inF1, inF2);
- sinh(inF0);
- smoothstep(inF0, inF1, inF2);
- sqrt(inF0);
- step(inF0, inF1);
- tan(inF0);
- tanh(inF0);
- // TODO: sampler intrinsics, when we can declare the types.
- trunc(inF0);
- // TODO: ... add when float1 prototypes are generated
- return float2(1,2);
- }
- float3 VertexShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1)
- {
- all(inF0);
- abs(inF0);
- acos(inF0);
- any(inF0);
- asin(inF0);
- asint(inF0);
- asuint(inF0);
- asfloat(inU0);
- // asdouble(inU0, inU1); // TODO: enable when HLSL parser used for intrinsics
- atan(inF0);
- atan2(inF0, inF1);
- ceil(inF0);
- clamp(inF0, inF1, inF2);
- cos(inF0);
- cosh(inF0);
- countbits(int3(7,3,5));
- cross(inF0, inF1);
- degrees(inF0);
- distance(inF0, inF1);
- dot(inF0, inF1);
- // EvaluateAttributeAtCentroid(inF0);
- // EvaluateAttributeAtSample(inF0, 0);
- // TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
- exp(inF0);
- exp2(inF0);
- faceforward(inF0, inF1, inF2);
- firstbithigh(7);
- firstbitlow(7);
- floor(inF0);
- // TODO: fma(inD0, inD1, inD2);
- fmod(inF0, inF1);
- frac(inF0);
- isinf(inF0);
- isnan(inF0);
- ldexp(inF0, inF1);
- lerp(inF0, inF1, inF2);
- length(inF0);
- log(inF0);
- log10(inF0);
- log2(inF0);
- max(inF0, inF1);
- min(inF0, inF1);
- // TODO: mul(inF0, inF1);
- normalize(inF0);
- pow(inF0, inF1);
- radians(inF0);
- reflect(inF0, inF1);
- refract(inF0, inF1, 2.0);
- reversebits(int3(1,2,3));
- round(inF0);
- rsqrt(inF0);
- saturate(inF0);
- sign(inF0);
- sin(inF0);
- sincos(inF0, inF1, inF2);
- sinh(inF0);
- smoothstep(inF0, inF1, inF2);
- sqrt(inF0);
- step(inF0, inF1);
- tan(inF0);
- tanh(inF0);
- // TODO: sampler intrinsics, when we can declare the types.
- trunc(inF0);
- // TODO: ... add when float1 prototypes are generated
- return float3(1,2,3);
- }
- float4 VertexShaderFunction4(float4 inF0, float4 inF1, float4 inF2, uint4 inU0, uint4 inU1)
- {
- all(inF0);
- abs(inF0);
- acos(inF0);
- any(inF0);
- asin(inF0);
- asint(inF0);
- asuint(inF0);
- asfloat(inU0);
- // asdouble(inU0, inU1); // TODO: enable when HLSL parser used for intrinsics
- atan(inF0);
- atan2(inF0, inF1);
- ceil(inF0);
- clamp(inF0, inF1, inF2);
- cos(inF0);
- cosh(inF0);
- countbits(int4(7,3,5,2));
- degrees(inF0);
- distance(inF0, inF1);
- dot(inF0, inF1);
- dst(inF0, inF1);
- // EvaluateAttributeAtCentroid(inF0);
- // EvaluateAttributeAtSample(inF0, 0);
- // TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
- exp(inF0);
- exp2(inF0);
- faceforward(inF0, inF1, inF2);
- firstbithigh(7);
- firstbitlow(7);
- floor(inF0);
- // TODO: fma(inD0, inD1, inD2);
- fmod(inF0, inF1);
- frac(inF0);
- isinf(inF0);
- isnan(inF0);
- ldexp(inF0, inF1);
- lerp(inF0, inF1, inF2);
- length(inF0);
- log(inF0);
- log10(inF0);
- log2(inF0);
- max(inF0, inF1);
- min(inF0, inF1);
- // TODO: mul(inF0, inF1);
- normalize(inF0);
- pow(inF0, inF1);
- radians(inF0);
- reflect(inF0, inF1);
- refract(inF0, inF1, 2.0);
- reversebits(int4(1,2,3,4));
- round(inF0);
- rsqrt(inF0);
- saturate(inF0);
- sign(inF0);
- sin(inF0);
- sincos(inF0, inF1, inF2);
- sinh(inF0);
- smoothstep(inF0, inF1, inF2);
- sqrt(inF0);
- step(inF0, inF1);
- tan(inF0);
- tanh(inF0);
- // TODO: sampler intrinsics, when we can declare the types.
- trunc(inF0);
- // TODO: ... add when float1 prototypes are generated
- return float4(1,2,3,4);
- }
- // TODO: for mats:
- // asfloat(inU0); \
- // asint(inF0); \
- // asuint(inF0); \
- // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
- #define MATFNS() \
- all(inF0); \
- abs(inF0); \
- acos(inF0); \
- any(inF0); \
- asin(inF0); \
- atan(inF0); \
- atan2(inF0, inF1); \
- ceil(inF0); \
- clamp(inF0, inF1, inF2); \
- cos(inF0); \
- cosh(inF0); \
- degrees(inF0); \
- determinant(inF0); \
- exp(inF0); \
- exp2(inF0); \
- firstbithigh(7); \
- firstbitlow(7); \
- floor(inF0); \
- fmod(inF0, inF1); \
- frac(inF0); \
- ldexp(inF0, inF1); \
- lerp(inF0, inF1, inF2); \
- log(inF0); \
- log10(inF0); \
- log2(inF0); \
- max(inF0, inF1); \
- min(inF0, inF1); \
- pow(inF0, inF1); \
- radians(inF0); \
- round(inF0); \
- rsqrt(inF0); \
- saturate(inF0); \
- sign(inF0); \
- sin(inF0); \
- sincos(inF0, inF1, inF2); \
- sinh(inF0); \
- smoothstep(inF0, inF1, inF2); \
- sqrt(inF0); \
- step(inF0, inF1); \
- tan(inF0); \
- tanh(inF0); \
- transpose(inF0); \
- trunc(inF0);
- // TODO: turn on non-square matrix tests when protos are available.
- float2x2 VertexShaderFunction2x2(float2x2 inF0, float2x2 inF1, float2x2 inF2)
- {
- // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
- MATFNS();
- // TODO: ... add when float1 prototypes are generated
- return float2x2(2,2,2,2);
- }
- float3x3 VertexShaderFunction3x3(float3x3 inF0, float3x3 inF1, float3x3 inF2)
- {
- // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
- MATFNS();
- // TODO: ... add when float1 prototypes are generated
- return float3x3(3,3,3,3,3,3,3,3,3);
- }
- float4x4 VertexShaderFunction4x4(float4x4 inF0, float4x4 inF1, float4x4 inF2)
- {
- // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
- MATFNS();
- // TODO: ... add when float1 prototypes are generated
- return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);
- }
- #define TESTGENMUL(ST, VT, MT) \
- ST r0 = mul(inF0, inF1); \
- VT r1 = mul(inFV0, inF0); \
- VT r2 = mul(inF0, inFV0); \
- ST r3 = mul(inFV0, inFV1); \
- VT r4 = mul(inFM0, inFV0); \
- VT r5 = mul(inFV0, inFM0); \
- MT r6 = mul(inFM0, inF0); \
- MT r7 = mul(inF0, inFM0); \
- MT r8 = mul(inFM0, inFM1);
- void TestGenMul2(float inF0, float inF1,
- float2 inFV0, float2 inFV1,
- float2x2 inFM0, float2x2 inFM1)
- {
- TESTGENMUL(float, float2, float2x2);
- }
- void TestGenMul3(float inF0, float inF1,
- float3 inFV0, float3 inFV1,
- float3x3 inFM0, float3x3 inFM1)
- {
- TESTGENMUL(float, float3, float3x3);
- }
- void TestGenMul4(float inF0, float inF1,
- float4 inFV0, float4 inFV1,
- float4x4 inFM0, float4x4 inFM1)
- {
- TESTGENMUL(float, float4, float4x4);
- }
- // Test some non-square mats
- void TestGenMulNxM(float inF0, float inF1,
- float2 inFV2, float3 inFV3,
- float2x3 inFM2x3, float3x2 inFM3x2,
- float3x3 inFM3x3, float3x4 inFM3x4,
- float2x4 inFM2x4)
- {
- float r00 = mul(inF0, inF1); // S=S*S
- float2 r01 = mul(inFV2, inF0); // V=V*S
- float3 r02 = mul(inFV3, inF0); // V=V*S
- float2 r03 = mul(inF0, inFV2); // V=S*V
- float3 r04 = mul(inF0, inFV3); // V=S*V
- float r05 = mul(inFV2, inFV2); // S=V*V
- float r06 = mul(inFV3, inFV3); // S=V*V
- float3 r07 = mul(inFV2, inFM2x3); // V=V*M (return V dim is Mcols)
- float2 r08 = mul(inFV3, inFM3x2); // V=V*M (return V dim is Mcols)
- float2 r09 = mul(inFM2x3, inFV3); // V=M*V (return V dim is Mrows)
- float3 r10 = mul(inFM3x2, inFV2); // V=M*V (return V dim is Mrows)
- float2x3 r11 = mul(inFM2x3, inF0);
- float3x2 r12 = mul(inFM3x2, inF0);
- float2x2 r13 = mul(inFM2x3, inFM3x2);
- float2x3 r14 = mul(inFM2x3, inFM3x3);
- float2x4 r15 = mul(inFM2x3, inFM3x4);
- float3x4 r16 = mul(inFM3x2, inFM2x4);
- }
|