| float VertexShaderFunction(float inF0, float inF1, float inF2) |
| { |
| 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); |
| 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); |
| frexp(inF0, inF1); |
| fwidth(inF0); |
| isinf(inF0); |
| isnan(inF0); |
| ldexp(inF0, inF1); |
| 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 VertexShaderFunction(float1 inF0, float1 inF1, float1 inF2) |
| { |
| // TODO: ... add when float1 prototypes are generated |
| return 0.0; |
| } |
| |
| float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2) |
| { |
| 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); |
| 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); |
| frexp(inF0, inF1); |
| fwidth(inF0); |
| isinf(inF0); |
| isnan(inF0); |
| ldexp(inF0, inF1); |
| 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 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2) |
| { |
| 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); |
| 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); |
| frexp(inF0, inF1); |
| fwidth(inF0); |
| isinf(inF0); |
| isnan(inF0); |
| ldexp(inF0, inF1); |
| 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 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2) |
| { |
| 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); |
| 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); |
| frexp(inF0, inF1); |
| fwidth(inF0); |
| isinf(inF0); |
| isnan(inF0); |
| ldexp(inF0, inF1); |
| 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: 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); \ |
| frexp(inF0, inF1); \ |
| fwidth(inF0); \ |
| ldexp(inF0, inF1); \ |
| 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 VertexShaderFunction(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 VertexShaderFunction(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 VertexShaderFunction(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 TestGenMul(float inF0, float inF1, |
| float2 inFV0, float2 inFV1, |
| float2x2 inFM0, float2x2 inFM1) |
| { |
| TESTGENMUL(float, float2, float2x2); |
| } |
| |
| void TestGenMul(float inF0, float inF1, |
| float3 inFV0, float3 inFV1, |
| float3x3 inFM0, float3x3 inFM1) |
| { |
| TESTGENMUL(float, float3, float3x3); |
| } |
| |
| void TestGenMul(float inF0, float inF1, |
| float4 inFV0, float4 inFV1, |
| float4x4 inFM0, float4x4 inFM1) |
| { |
| TESTGENMUL(float, float4, float4x4); |
| } |