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float PixelShaderFunctionS ( float inF0 , float inF1 , float inF2 , int inI0 )
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{
// 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
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// fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
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// 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 ;
}
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float1 PixelShaderFunction1 ( float1 inF0 , float1 inF1 , float1 inF2 , int1 inI0 )
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{
// TODO: ... add when float1 prototypes are generated
GetRenderTargetSamplePosition ( inF0 ) ; // expected error: only integer inputs
return 0.0 ;
}
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float2 PixelShaderFunction2 ( float2 inF0 , float2 inF1 , float2 inF2 , int2 inI0 )
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{
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
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// fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
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reversebits ( inF0 ) ; // expected error: only integer inputs
transpose ( inF0 ) ; // expected error: only valid on mats
return float2 ( 1 , 2 ) ;
}
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float3 PixelShaderFunction3 ( float3 inF0 , float3 inF1 , float3 inF2 , int3 inI0 )
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{
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
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// fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
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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 )
{
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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
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// fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
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reversebits ( inF0 ) ; // expected error: only integer inputs
transpose ( inF0 ) ; // expected error: only valid on mats
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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.
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float2x2 PixelShaderFunction2x2 ( float2x2 inF0 , float2x2 inF1 , float2x2 inF2 )
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{
// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
MATFNS ( )
return float2x2 ( 2 , 2 , 2 , 2 ) ;
}
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float3x3 PixelShaderFunction3x3 ( float3x3 inF0 , float3x3 inF1 , float3x3 inF2 )
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{
// 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 ) ;
}
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float4x4 PixelShaderFunction4x4 ( float4x4 inF0 , float4x4 inF1 , float4x4 inF2 )
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{
// 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 ) ;
}