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