| 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); |
| } |