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- float PixelShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
- {
- // AllMemoryBarrier(); // TODO: expected error: invalid in fragment stage
- // AllMemoryBarrierWithGroupSync(); // TODO: expected error: invalid in fragment stage
- asdouble(inF0, inF1); // expected error: only integer inputs
- CheckAccessFullyMapped(3.0); // expected error: only valid on integers
- countbits(inF0); // expected error: only integer inputs
- cross(inF0, inF1); // expected error: only on float3 inputs
- D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs
- determinant(inF0); // expected error: only valid on mats
- // DeviceMemoryBarrierWithGroupSync(); // TODO: expected error: only valid in compute stage
- f16tof32(inF0); // expected error: only integer inputs
- firstbithigh(inF0); // expected error: only integer inputs
- firstbitlow(inF0); // expected error: only integer inputs
- // fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
- // InterlockedAdd(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
- // InterlockedAnd(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out i // InterlockedMax(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
- // InterlockedMin(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
- // InterlockedOor(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
- // InterlockedXor(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
- // GroupMemoryBarrier(); // TODO: expected error: invalid in fragment stage
- // GroupMemoryBarrierWithGroupSync(); // TODO: expected error: invalid in fragment stage
- length(inF0); // expected error: invalid on scalars
- msad4(inF0, float2(0), float4(0)); // expected error: only integer inputs
- normalize(inF0); // expected error: invalid on scalars
- reflect(inF0, inF1); // expected error: invalid on scalars
- refract(inF0, inF1, inF2); // expected error: invalid on scalars
- refract(float2(0), float2(0), float2(0)); // expected error: last parameter only scalar
- reversebits(inF0); // expected error: only integer inputs
- transpose(inF0); // expected error: only valid on mats
- return 0.0;
- }
- float1 PixelShaderFunction1(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
- {
- // TODO: ... add when float1 prototypes are generated
- GetRenderTargetSamplePosition(inF0); // expected error: only integer inputs
- return 0.0;
- }
- float2 PixelShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
- {
- asdouble(inF0, inF1); // expected error: only integer inputs
- CheckAccessFullyMapped(inF0); // expected error: only valid on scalars
- countbits(inF0); // expected error: only integer inputs
- cross(inF0, inF1); // expected error: only on float3 inputs
- D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs
- determinant(inF0); // expected error: only valid on mats
- f16tof32(inF0); // expected error: only integer inputs
- firstbithigh(inF0); // expected error: only integer inputs
- firstbitlow(inF0); // expected error: only integer inputs
- // fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
- reversebits(inF0); // expected error: only integer inputs
- transpose(inF0); // expected error: only valid on mats
- return float2(1,2);
- }
- float3 PixelShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
- {
- CheckAccessFullyMapped(inF0); // expected error: only valid on scalars
- countbits(inF0); // expected error: only integer inputs
- D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs
- determinant(inF0); // expected error: only valid on mats
- f16tof32(inF0); // expected error: only integer inputs
- firstbithigh(inF0); // expected error: only integer inputs
- firstbitlow(inF0); // expected error: only integer inputs
- // fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
- reversebits(inF0); // expected error: only integer inputs
- transpose(inF0); // expected error: only valid on mats
- return float3(1,2,3);
- }
- float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
- {
- CheckAccessFullyMapped(inF0); // expected error: only valid on scalars
- countbits(inF0); // expected error: only integer inputs
- cross(inF0, inF1); // expected error: only on float3 inputs
- determinant(inF0); // expected error: only valid on mats
- f16tof32(inF0); // expected error: only integer inputs
- firstbithigh(inF0); // expected error: only integer inputs
- firstbitlow(inF0); // expected error: only integer inputs
- // fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
- reversebits(inF0); // expected error: only integer inputs
- transpose(inF0); // expected error: only valid on mats
- return float4(1,2,3,4);
- }
- // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
- #define MATFNS() \
- countbits(inF0); \
- D3DCOLORtoUBYTE4(inF0); \
- cross(inF0, inF1); \
- f16tof32(inF0); \
- firstbithigh(inF0); \
- firstbitlow(inF0); \
- reversebits(inF0); \
- length(inF0); \
- noise(inF0); \
- normalize(inF0); \
- reflect(inF0, inF1); \
- refract(inF0, inF1, 1.0); \
- reversebits(inF0); \
-
- // TODO: turn on non-square matrix tests when protos are available.
- float2x2 PixelShaderFunction2x2(float2x2 inF0, float2x2 inF1, float2x2 inF2)
- {
- // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
- MATFNS()
- return float2x2(2,2,2,2);
- }
- float3x3 PixelShaderFunction3x3(float3x3 inF0, float3x3 inF1, float3x3 inF2)
- {
- // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
- MATFNS()
- return float3x3(3,3,3,3,3,3,3,3,3);
- }
- float4x4 PixelShaderFunction4x4(float4x4 inF0, float4x4 inF1, float4x4 inF2)
- {
- // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
- MATFNS()
- return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);
- }
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