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1float PixelShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
2{
3    // AllMemoryBarrier();              // TODO: expected error: invalid in fragment stage
4    // AllMemoryBarrierWithGroupSync(); // TODO: expected error: invalid in fragment stage
5    asdouble(inF0, inF1);                     // expected error: only integer inputs
6    CheckAccessFullyMapped(3.0);              // expected error: only valid on integers
7    countbits(inF0);                          // expected error: only integer inputs
8    cross(inF0, inF1);                        // expected error: only on float3 inputs
9    D3DCOLORtoUBYTE4(inF0);                   // expected error: only on float4 inputs
10    determinant(inF0);                        // expected error: only valid on mats
11    // DeviceMemoryBarrierWithGroupSync();      // TODO: expected error: only valid in compute stage
12    f16tof32(inF0);                           // expected error: only integer inputs
13    firstbithigh(inF0);                       // expected error: only integer inputs
14    firstbitlow(inF0);                        // expected error: only integer inputs
15    // fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
16    // InterlockedAdd(inI0, inI0, 3);            // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
17    // 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
18    // InterlockedMin(inI0, inI0, 3);            // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
19    // InterlockedOor(inI0, inI0, 3);            // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
20    // InterlockedXor(inI0, inI0, 3);            // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
21    // GroupMemoryBarrier();               // TODO: expected error: invalid in fragment stage
22    // GroupMemoryBarrierWithGroupSync();  // TODO: expected error: invalid in fragment stage
23    length(inF0);                             // expected error: invalid on scalars
24    msad4(inF0, float2(0), float4(0));        // expected error: only integer inputs
25    normalize(inF0);                          // expected error: invalid on scalars
26    reflect(inF0, inF1);                      // expected error: invalid on scalars
27    refract(inF0, inF1, inF2);                // expected error: invalid on scalars
28    refract(float2(0), float2(0), float2(0)); // expected error: last parameter only scalar
29    reversebits(inF0);                        // expected error: only integer inputs
30    transpose(inF0);                          // expected error: only valid on mats
31
32    return 0.0;
33}
34
35float1 PixelShaderFunction1(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
36{
37    // TODO: ... add when float1 prototypes are generated
38
39    GetRenderTargetSamplePosition(inF0); // expected error: only integer inputs
40
41    return 0.0;
42}
43
44float2 PixelShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
45{
46    asdouble(inF0, inF1);         // expected error: only integer inputs
47    CheckAccessFullyMapped(inF0); // expected error: only valid on scalars
48    countbits(inF0);              // expected error: only integer inputs
49    cross(inF0, inF1);            // expected error: only on float3 inputs
50    D3DCOLORtoUBYTE4(inF0);       // expected error: only on float4 inputs
51    determinant(inF0);            // expected error: only valid on mats
52    f16tof32(inF0);               // expected error: only integer inputs
53    firstbithigh(inF0);           // expected error: only integer inputs
54    firstbitlow(inF0);            // expected error: only integer inputs
55    // fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
56    reversebits(inF0);            // expected error: only integer inputs
57    transpose(inF0);              // expected error: only valid on mats
58
59    return float2(1,2);
60}
61
62float3 PixelShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
63{
64    CheckAccessFullyMapped(inF0);  // expected error: only valid on scalars
65    countbits(inF0);            // expected error: only integer inputs
66    D3DCOLORtoUBYTE4(inF0);     // expected error: only on float4 inputs
67    determinant(inF0);          // expected error: only valid on mats
68    f16tof32(inF0);             // expected error: only integer inputs
69    firstbithigh(inF0);         // expected error: only integer inputs
70    firstbitlow(inF0);          // expected error: only integer inputs
71    // fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
72    reversebits(inF0);          // expected error: only integer inputs
73    transpose(inF0);            // expected error: only valid on mats
74
75
76    return float3(1,2,3);
77}
78
79float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
80{
81    CheckAccessFullyMapped(inF0); // expected error: only valid on scalars
82    countbits(inF0);              // expected error: only integer inputs
83    cross(inF0, inF1);            // expected error: only on float3 inputs
84    determinant(inF0);            // expected error: only valid on mats
85    f16tof32(inF0);               // expected error: only integer inputs
86    firstbithigh(inF0);           // expected error: only integer inputs
87    firstbitlow(inF0);            // expected error: only integer inputs
88    // fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
89    reversebits(inF0);            // expected error: only integer inputs
90    transpose(inF0);              // expected error: only valid on mats
91
92    return float4(1,2,3,4);
93}
94
95// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
96#define MATFNS() \
97    countbits(inF0);          \
98    D3DCOLORtoUBYTE4(inF0);   \
99    cross(inF0, inF1);        \
100    f16tof32(inF0);           \
101    firstbithigh(inF0);       \
102    firstbitlow(inF0);        \
103    reversebits(inF0);        \
104    length(inF0);             \
105    noise(inF0);              \
106    normalize(inF0);          \
107    reflect(inF0, inF1);      \
108    refract(inF0, inF1, 1.0); \
109    reversebits(inF0);        \
110
111
112// TODO: turn on non-square matrix tests when protos are available.
113
114float2x2 PixelShaderFunction2x2(float2x2 inF0, float2x2 inF1, float2x2 inF2)
115{
116    // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
117    MATFNS()
118
119    return float2x2(2,2,2,2);
120}
121
122float3x3 PixelShaderFunction3x3(float3x3 inF0, float3x3 inF1, float3x3 inF2)
123{
124    // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
125    MATFNS()
126
127    return float3x3(3,3,3,3,3,3,3,3,3);
128}
129
130float4x4 PixelShaderFunction4x4(float4x4 inF0, float4x4 inF1, float4x4 inF2)
131{
132    // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
133    MATFNS()
134
135    return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);
136}
137