Merge pull request #328 from steve-lunarg/intrinsics

HLSL: Add negative intrinsics tests
This commit is contained in:
John Kessenich 2016-06-03 16:55:22 -06:00
commit 080cdc1737
5 changed files with 2094 additions and 2 deletions

View File

@ -0,0 +1,702 @@
hlsl.intrinsics.negative.frag
ERROR: 0:5: 'asdouble' : no matching overloaded function found
ERROR: 0:6: 'CheckAccessFullyMapped' : no matching overloaded function found
ERROR: 0:7: 'countbits' : no matching overloaded function found
ERROR: 0:8: 'cross' : no matching overloaded function found
ERROR: 0:9: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:10: 'determinant' : no matching overloaded function found
ERROR: 0:12: 'f16tof32' : no matching overloaded function found
ERROR: 0:13: 'firstbithigh' : no matching overloaded function found
ERROR: 0:14: 'firstbitlow' : no matching overloaded function found
ERROR: 0:15: 'fma' : no matching overloaded function found
ERROR: 0:23: 'length' : no matching overloaded function found
ERROR: 0:24: 'msad4' : no matching overloaded function found
ERROR: 0:25: 'normalize' : no matching overloaded function found
ERROR: 0:26: 'reflect' : no matching overloaded function found
ERROR: 0:27: 'refract' : no matching overloaded function found
ERROR: 0:28: 'refract' : no matching overloaded function found
ERROR: 0:29: 'reversebits' : no matching overloaded function found
ERROR: 0:30: 'transpose' : no matching overloaded function found
ERROR: 0:39: 'GetRenderTargetSamplePosition' : no matching overloaded function found
ERROR: 0:46: 'asdouble' : no matching overloaded function found
ERROR: 0:47: 'CheckAccessFullyMapped' : no matching overloaded function found
ERROR: 0:48: 'countbits' : no matching overloaded function found
ERROR: 0:49: 'cross' : no matching overloaded function found
ERROR: 0:50: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:51: 'determinant' : no matching overloaded function found
ERROR: 0:52: 'f16tof32' : no matching overloaded function found
ERROR: 0:53: 'firstbithigh' : no matching overloaded function found
ERROR: 0:54: 'firstbitlow' : no matching overloaded function found
ERROR: 0:55: 'fma' : no matching overloaded function found
ERROR: 0:56: 'reversebits' : no matching overloaded function found
ERROR: 0:57: 'transpose' : no matching overloaded function found
ERROR: 0:64: 'CheckAccessFullyMapped' : no matching overloaded function found
ERROR: 0:65: 'countbits' : no matching overloaded function found
ERROR: 0:66: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:67: 'determinant' : no matching overloaded function found
ERROR: 0:68: 'f16tof32' : no matching overloaded function found
ERROR: 0:69: 'firstbithigh' : no matching overloaded function found
ERROR: 0:70: 'firstbitlow' : no matching overloaded function found
ERROR: 0:71: 'fma' : no matching overloaded function found
ERROR: 0:72: 'reversebits' : no matching overloaded function found
ERROR: 0:73: 'transpose' : no matching overloaded function found
ERROR: 0:81: 'CheckAccessFullyMapped' : no matching overloaded function found
ERROR: 0:82: 'countbits' : no matching overloaded function found
ERROR: 0:83: 'cross' : no matching overloaded function found
ERROR: 0:84: 'determinant' : no matching overloaded function found
ERROR: 0:85: 'f16tof32' : no matching overloaded function found
ERROR: 0:86: 'firstbithigh' : no matching overloaded function found
ERROR: 0:87: 'firstbitlow' : no matching overloaded function found
ERROR: 0:88: 'fma' : no matching overloaded function found
ERROR: 0:89: 'reversebits' : no matching overloaded function found
ERROR: 0:90: 'transpose' : no matching overloaded function found
ERROR: 0:118: 'countbits' : no matching overloaded function found
ERROR: 0:118: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:118: 'cross' : no matching overloaded function found
ERROR: 0:118: 'f16tof32' : no matching overloaded function found
ERROR: 0:118: 'firstbithigh' : no matching overloaded function found
ERROR: 0:118: 'firstbitlow' : no matching overloaded function found
ERROR: 0:118: 'fma' : no matching overloaded function found
ERROR: 0:118: 'reversebits' : no matching overloaded function found
ERROR: 0:118: 'length' : no matching overloaded function found
ERROR: 0:118: 'noise' : no matching overloaded function found
ERROR: 0:118: 'normalize' : no matching overloaded function found
ERROR: 0:118: 'reflect' : no matching overloaded function found
ERROR: 0:118: 'refract' : no matching overloaded function found
ERROR: 0:118: 'reversebits' : no matching overloaded function found
ERROR: 0:126: 'countbits' : no matching overloaded function found
ERROR: 0:126: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:126: 'cross' : no matching overloaded function found
ERROR: 0:126: 'f16tof32' : no matching overloaded function found
ERROR: 0:126: 'firstbithigh' : no matching overloaded function found
ERROR: 0:126: 'firstbitlow' : no matching overloaded function found
ERROR: 0:126: 'fma' : no matching overloaded function found
ERROR: 0:126: 'reversebits' : no matching overloaded function found
ERROR: 0:126: 'length' : no matching overloaded function found
ERROR: 0:126: 'noise' : no matching overloaded function found
ERROR: 0:126: 'normalize' : no matching overloaded function found
ERROR: 0:126: 'reflect' : no matching overloaded function found
ERROR: 0:126: 'refract' : no matching overloaded function found
ERROR: 0:126: 'reversebits' : no matching overloaded function found
ERROR: 0:134: 'countbits' : no matching overloaded function found
ERROR: 0:134: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:134: 'cross' : no matching overloaded function found
ERROR: 0:134: 'f16tof32' : no matching overloaded function found
ERROR: 0:134: 'firstbithigh' : no matching overloaded function found
ERROR: 0:134: 'firstbitlow' : no matching overloaded function found
ERROR: 0:134: 'fma' : no matching overloaded function found
ERROR: 0:134: 'reversebits' : no matching overloaded function found
ERROR: 0:134: 'length' : no matching overloaded function found
ERROR: 0:134: 'noise' : no matching overloaded function found
ERROR: 0:134: 'normalize' : no matching overloaded function found
ERROR: 0:134: 'reflect' : no matching overloaded function found
ERROR: 0:134: 'refract' : no matching overloaded function found
ERROR: 0:134: 'reversebits' : no matching overloaded function found
ERROR: 93 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:35 Function Definition: PixelShaderFunction(f1;f1;f1;i1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (temp float)
0:2 'inF1' (temp float)
0:2 'inF2' (temp float)
0:2 'inI0' (temp int)
0:? Sequence
0:5 Constant:
0:5 0.000000
0:6 Constant:
0:6 0.000000
0:7 Constant:
0:7 0.000000
0:8 Constant:
0:8 0.000000
0:9 Constant:
0:9 0.000000
0:10 Constant:
0:10 0.000000
0:12 Constant:
0:12 0.000000
0:13 Constant:
0:13 0.000000
0:14 Constant:
0:14 0.000000
0:15 Constant:
0:15 0.000000
0:23 Constant:
0:23 0.000000
0:24 Constant:
0:24 0.000000
0:25 Constant:
0:25 0.000000
0:26 Constant:
0:26 0.000000
0:27 Constant:
0:27 0.000000
0:28 Constant:
0:28 0.000000
0:29 Constant:
0:29 0.000000
0:30 Constant:
0:30 0.000000
0:32 Branch: Return with expression
0:32 Constant:
0:32 0.000000
0:44 Function Definition: PixelShaderFunction(vf1;vf1;vf1;i1; (temp 1-component vector of float)
0:36 Function Parameters:
0:36 'inF0' (temp 1-component vector of float)
0:36 'inF1' (temp 1-component vector of float)
0:36 'inF2' (temp 1-component vector of float)
0:36 'inI0' (temp int)
0:? Sequence
0:39 Constant:
0:39 0.000000
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:62 Function Definition: PixelShaderFunction(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:45 Function Parameters:
0:45 'inF0' (temp 2-component vector of float)
0:45 'inF1' (temp 2-component vector of float)
0:45 'inF2' (temp 2-component vector of float)
0:45 'inI0' (temp 2-component vector of int)
0:? Sequence
0:46 Constant:
0:46 0.000000
0:47 Constant:
0:47 0.000000
0:48 Constant:
0:48 0.000000
0:49 Constant:
0:49 0.000000
0:50 Constant:
0:50 0.000000
0:51 Constant:
0:51 0.000000
0:52 Constant:
0:52 0.000000
0:53 Constant:
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0:54 Constant:
0:54 0.000000
0:55 Constant:
0:55 0.000000
0:56 Constant:
0:56 0.000000
0:57 Constant:
0:57 0.000000
0:59 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:79 Function Definition: PixelShaderFunction(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:63 Function Parameters:
0:63 'inF0' (temp 3-component vector of float)
0:63 'inF1' (temp 3-component vector of float)
0:63 'inF2' (temp 3-component vector of float)
0:63 'inI0' (temp 3-component vector of int)
0:? Sequence
0:64 Constant:
0:64 0.000000
0:65 Constant:
0:65 0.000000
0:66 Constant:
0:66 0.000000
0:67 Constant:
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0:68 Constant:
0:68 0.000000
0:69 Constant:
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0:70 Constant:
0:70 0.000000
0:71 Constant:
0:71 0.000000
0:72 Constant:
0:72 0.000000
0:73 Constant:
0:73 0.000000
0:76 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:115 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' (temp 4-component vector of float)
0:80 'inF1' (temp 4-component vector of float)
0:80 'inF2' (temp 4-component vector of float)
0:80 'inI0' (temp 4-component vector of int)
0:? Sequence
0:81 Constant:
0:81 0.000000
0:82 Constant:
0:82 0.000000
0:83 Constant:
0:83 0.000000
0:84 Constant:
0:84 0.000000
0:85 Constant:
0:85 0.000000
0:86 Constant:
0:86 0.000000
0:87 Constant:
0:87 0.000000
0:88 Constant:
0:88 0.000000
0:89 Constant:
0:89 0.000000
0:90 Constant:
0:90 0.000000
0:92 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:123 Function Definition: PixelShaderFunction(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:116 Function Parameters:
0:116 'inF0' (temp 2X2 matrix of float)
0:116 'inF1' (temp 2X2 matrix of float)
0:116 'inF2' (temp 2X2 matrix of float)
0:? Sequence
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:120 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:131 Function Definition: PixelShaderFunction(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:124 Function Parameters:
0:124 'inF0' (temp 3X3 matrix of float)
0:124 'inF1' (temp 3X3 matrix of float)
0:124 'inF2' (temp 3X3 matrix of float)
0:? Sequence
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:128 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:138 Function Definition: PixelShaderFunction(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:132 Function Parameters:
0:132 'inF0' (temp 4X4 matrix of float)
0:132 'inF1' (temp 4X4 matrix of float)
0:132 'inF2' (temp 4X4 matrix of float)
0:? Sequence
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:136 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? Linker Objects
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:35 Function Definition: PixelShaderFunction(f1;f1;f1;i1; (temp float)
0:2 Function Parameters:
0:2 'inF0' (temp float)
0:2 'inF1' (temp float)
0:2 'inF2' (temp float)
0:2 'inI0' (temp int)
0:? Sequence
0:5 Constant:
0:5 0.000000
0:6 Constant:
0:6 0.000000
0:7 Constant:
0:7 0.000000
0:8 Constant:
0:8 0.000000
0:9 Constant:
0:9 0.000000
0:10 Constant:
0:10 0.000000
0:12 Constant:
0:12 0.000000
0:13 Constant:
0:13 0.000000
0:14 Constant:
0:14 0.000000
0:15 Constant:
0:15 0.000000
0:23 Constant:
0:23 0.000000
0:24 Constant:
0:24 0.000000
0:25 Constant:
0:25 0.000000
0:26 Constant:
0:26 0.000000
0:27 Constant:
0:27 0.000000
0:28 Constant:
0:28 0.000000
0:29 Constant:
0:29 0.000000
0:30 Constant:
0:30 0.000000
0:32 Branch: Return with expression
0:32 Constant:
0:32 0.000000
0:44 Function Definition: PixelShaderFunction(vf1;vf1;vf1;i1; (temp 1-component vector of float)
0:36 Function Parameters:
0:36 'inF0' (temp 1-component vector of float)
0:36 'inF1' (temp 1-component vector of float)
0:36 'inF2' (temp 1-component vector of float)
0:36 'inI0' (temp int)
0:? Sequence
0:39 Constant:
0:39 0.000000
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:62 Function Definition: PixelShaderFunction(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:45 Function Parameters:
0:45 'inF0' (temp 2-component vector of float)
0:45 'inF1' (temp 2-component vector of float)
0:45 'inF2' (temp 2-component vector of float)
0:45 'inI0' (temp 2-component vector of int)
0:? Sequence
0:46 Constant:
0:46 0.000000
0:47 Constant:
0:47 0.000000
0:48 Constant:
0:48 0.000000
0:49 Constant:
0:49 0.000000
0:50 Constant:
0:50 0.000000
0:51 Constant:
0:51 0.000000
0:52 Constant:
0:52 0.000000
0:53 Constant:
0:53 0.000000
0:54 Constant:
0:54 0.000000
0:55 Constant:
0:55 0.000000
0:56 Constant:
0:56 0.000000
0:57 Constant:
0:57 0.000000
0:59 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:79 Function Definition: PixelShaderFunction(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:63 Function Parameters:
0:63 'inF0' (temp 3-component vector of float)
0:63 'inF1' (temp 3-component vector of float)
0:63 'inF2' (temp 3-component vector of float)
0:63 'inI0' (temp 3-component vector of int)
0:? Sequence
0:64 Constant:
0:64 0.000000
0:65 Constant:
0:65 0.000000
0:66 Constant:
0:66 0.000000
0:67 Constant:
0:67 0.000000
0:68 Constant:
0:68 0.000000
0:69 Constant:
0:69 0.000000
0:70 Constant:
0:70 0.000000
0:71 Constant:
0:71 0.000000
0:72 Constant:
0:72 0.000000
0:73 Constant:
0:73 0.000000
0:76 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:115 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' (temp 4-component vector of float)
0:80 'inF1' (temp 4-component vector of float)
0:80 'inF2' (temp 4-component vector of float)
0:80 'inI0' (temp 4-component vector of int)
0:? Sequence
0:81 Constant:
0:81 0.000000
0:82 Constant:
0:82 0.000000
0:83 Constant:
0:83 0.000000
0:84 Constant:
0:84 0.000000
0:85 Constant:
0:85 0.000000
0:86 Constant:
0:86 0.000000
0:87 Constant:
0:87 0.000000
0:88 Constant:
0:88 0.000000
0:89 Constant:
0:89 0.000000
0:90 Constant:
0:90 0.000000
0:92 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:123 Function Definition: PixelShaderFunction(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:116 Function Parameters:
0:116 'inF0' (temp 2X2 matrix of float)
0:116 'inF1' (temp 2X2 matrix of float)
0:116 'inF2' (temp 2X2 matrix of float)
0:? Sequence
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:118 Constant:
0:118 0.000000
0:120 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:131 Function Definition: PixelShaderFunction(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:124 Function Parameters:
0:124 'inF0' (temp 3X3 matrix of float)
0:124 'inF1' (temp 3X3 matrix of float)
0:124 'inF2' (temp 3X3 matrix of float)
0:? Sequence
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:126 Constant:
0:126 0.000000
0:128 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:138 Function Definition: PixelShaderFunction(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:132 Function Parameters:
0:132 'inF0' (temp 4X4 matrix of float)
0:132 'inF1' (temp 4X4 matrix of float)
0:132 'inF2' (temp 4X4 matrix of float)
0:? Sequence
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:134 Constant:
0:134 0.000000
0:136 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? Linker Objects
SPIR-V is not generated for failed compile or link

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,137 @@
float PixelShaderFunction(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); // expected error: only double inputs
// 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 PixelShaderFunction(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 PixelShaderFunction(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); // expected error: only double inputs
reversebits(inF0); // expected error: only integer inputs
transpose(inF0); // expected error: only valid on mats
return float2(1,2);
}
float3 PixelShaderFunction(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); // expected error: only double inputs
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); // expected error: only double inputs
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); \
fma(inF0, inF1, inF2); \
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 PixelShaderFunction(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 PixelShaderFunction(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 PixelShaderFunction(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);
}

View File

@ -0,0 +1,196 @@
float VertexShaderFunction(float inF0, float inF1, float inF2, int inI0)
{
// AllMemoryBarrier(); // invalid in fragment stage TODO: parser currently crashes on empty arg list
// AllMemoryBarrierWithGroupSync(); // invalid in fragment stage TODO: parser currently crashes on empty arg list
asdouble(inF0, inF1); // expected error: only integer inputs
CheckAccessFullyMapped(3.0); // expected error: only valid on integers
CheckAccessFullyMapped(3); // expected error: only valid in pixel & compute stages
clip(inF0); // expected error: only valid in pixel & compute stages
countbits(inF0); // expected error: only integer inputs
cross(inF0, inF1); // expected error: only on float3 inputs
D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs
// DeviceMemoryBarrier(); // TODO: expected error: only valid in pixel & compute stages
// DeviceMemoryBarrierWithGroupSync(); // TODO: expected error: only valid in compute stage
ddx(inF0); // expected error: only valid in pixel & compute stages
ddx_coarse(inF0); // expected error: only valid in pixel & compute stages
ddx_fine(inF0); // expected error: only valid in pixel & compute stages
ddy(inF0); // expected error: only valid in pixel & compute stages
ddy_coarse(inF0); // expected error: only valid in pixel & compute stages
ddy_fine(inF0); // expected error: only valid in pixel & compute stages
determinant(inF0); // expected error: only valid on mats
EvaluateAttributeAtCentroid(inF0); // expected error: only valid in pixel stage
EvaluateAttributeAtSample(inF0, 2); // expected error: only valid in pixel stage
EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only valid in pixel 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); // expected error: only double inputs
// 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: only valid in compute stage
// GroupMemoryBarrierWithGroupSync(); // TODO: expected error: only valid in compute stage
length(inF0); // expect error: invalid on scalars
msad4(inF0, float2(0), float4(0)); // expected error: only integer inputs
normalize(inF0); // expect error: invalid on scalars
reflect(inF0, inF1); // expect error: invalid on scalars
refract(inF0, inF1, inF2); // expect 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); // expect error: only valid on mats
// TODO: texture intrinsics, when we can declare samplers.
return 0.0;
}
float1 VertexShaderFunction(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 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
{
asdouble(inF0, inF1); // expected error: only integer inputs
CheckAccessFullyMapped(inF0); // expect 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
ddx(inF0); // only valid in pixel & compute stages
ddx_coarse(inF0); // only valid in pixel & compute stages
ddx_fine(inF0); // only valid in pixel & compute stages
ddy(inF0); // only valid in pixel & compute stages
ddy_coarse(inF0); // only valid in pixel & compute stages
ddy_fine(inF0); // only valid in pixel & compute stages
determinant(inF0); // expect error: only valid on mats
EvaluateAttributeAtCentroid(inF0); // expected error: only valid in pixel stage
EvaluateAttributeAtSample(inF0, 2); // expected error: only valid in pixel stage
EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only valid in pixel 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); // expected error: only double inputs
noise(inF0); // expected error: only valid in pixel stage
reversebits(inF0); // expected error: only integer inputs
transpose(inF0); // expect error: only valid on mats
// TODO: texture intrinsics, when we can declare samplers.
return float2(1,2);
}
float3 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
{
CheckAccessFullyMapped(inF0); // expect error: only valid on scalars
countbits(inF0); // expected error: only integer inputs
ddx(inF0); // only valid in pixel & compute stages
ddx_coarse(inF0); // only valid in pixel & compute stages
ddx_fine(inF0); // only valid in pixel & compute stages
ddy(inF0); // only valid in pixel & compute stages
ddy_coarse(inF0); // only valid in pixel & compute stages
ddy_fine(inF0); // only valid in pixel & compute stages
D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs
determinant(inF0); // expect error: only valid on mats
EvaluateAttributeAtCentroid(inF0); // expected error: only valid in pixel stage
EvaluateAttributeAtSample(inF0, 2); // expected error: only valid in pixel stage
EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only valid in pixel 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); // expected error: only double inputs
noise(inF0); // expected error: only valid in pixel stage
reversebits(inF0); // expected error: only integer inputs
transpose(inF0); // expect error: only valid on mats
// TODO: texture intrinsics, when we can declare samplers.
return float3(1,2,3);
}
float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
{
CheckAccessFullyMapped(inF0); // expect error: only valid on scalars
countbits(inF0); // expected error: only integer inputs
cross(inF0, inF1); // expected error: only on float3 inputs
determinant(inF0); // expect error: only valid on mats
ddx(inF0); // only valid in pixel & compute stages
ddx_coarse(inF0); // only valid in pixel & compute stages
ddx_fine(inF0); // only valid in pixel & compute stages
ddy(inF0); // only valid in pixel & compute stages
ddy_coarse(inF0); // only valid in pixel & compute stages
ddy_fine(inF0); // only valid in pixel & compute stages
EvaluateAttributeAtCentroid(inF0); // expected error: only valid in pixel stage
EvaluateAttributeAtSample(inF0, 2); // expected error: only valid in pixel stage
EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only valid in pixel 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); // expected error: only double inputs
noise(inF0); // expected error: only valid in pixel stage
reversebits(inF0); // expected error: only integer inputs
transpose(inF0); // expect error: only valid on mats
// TODO: texture intrinsics, when we can declare samplers.
return float4(1,2,3,4);
}
// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
#define MATFNS() \
countbits(inF0); \
cross(inF0, inF1); \
D3DCOLORtoUBYTE4(inF0); \
ddx(inF0); \
ddx_coarse(inF0); \
ddx_fine(inF0); \
ddy(inF0); \
ddy_coarse(inF0); \
ddy_fine(inF0); \
EvaluateAttributeAtCentroid(inF0); \
EvaluateAttributeAtSample(inF0, 2); \
EvaluateAttributeSnapped(inF0, int2(2)); \
f16tof32(inF0); \
firstbithigh(inF0); \
firstbitlow(inF0); \
fma(inF0, inF1, inF2); \
noise(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 VertexShaderFunction(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 VertexShaderFunction(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 VertexShaderFunction(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);
}

View File

@ -75,13 +75,15 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.assoc.frag", "PixelShaderFunction"},
{"hlsl.float1.frag", "PixelShaderFunction"},
{"hlsl.float4.frag", "PixelShaderFunction"},
{"hlsl.intrinsics.frag", "PixelShaderFunction"},
{"hlsl.intrinsics.negative.frag", "PixelShaderFunction"},
{"hlsl.intrinsics.negative.vert", "VertexShaderFunction"},
{"hlsl.intrinsics.vert", "VertexShaderFunction"},
{"hlsl.matType.frag", "PixelShaderFunction"},
{"hlsl.max.frag", "PixelShaderFunction"},
{"hlsl.precedence.frag", "PixelShaderFunction"},
{"hlsl.precedence2.frag", "PixelShaderFunction"},
{"hlsl.sin.frag", "PixelShaderFunction"},
{"hlsl.intrinsics.frag", "PixelShaderFunction"},
{"hlsl.intrinsics.vert", "VertexShaderFunction"},
}),
FileNameAsCustomTestSuffix
);