137 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			137 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
float PixelShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
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{
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    // AllMemoryBarrier();              // TODO: expected error: invalid in fragment stage
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    // AllMemoryBarrierWithGroupSync(); // TODO: expected error: invalid in fragment stage
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    asdouble(inF0, inF1);                     // expected error: only integer inputs
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    CheckAccessFullyMapped(3.0);              // expected error: only valid on integers
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    countbits(inF0);                          // expected error: only integer inputs
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    cross(inF0, inF1);                        // expected error: only on float3 inputs
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    D3DCOLORtoUBYTE4(inF0);                   // expected error: only on float4 inputs
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    determinant(inF0);                        // expected error: only valid on mats
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    // DeviceMemoryBarrierWithGroupSync();      // TODO: expected error: only valid in compute stage
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    f16tof32(inF0);                           // expected error: only integer inputs
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    firstbithigh(inF0);                       // expected error: only integer inputs
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    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
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    // 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
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    // InterlockedMin(inI0, inI0, 3);            // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
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    // InterlockedOor(inI0, inI0, 3);            // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
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    // InterlockedXor(inI0, inI0, 3);            // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
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    // GroupMemoryBarrier();               // TODO: expected error: invalid in fragment stage
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    // GroupMemoryBarrierWithGroupSync();  // TODO: expected error: invalid in fragment stage
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    length(inF0);                             // expected error: invalid on scalars
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    msad4(inF0, float2(0), float4(0));        // expected error: only integer inputs
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    normalize(inF0);                          // expected error: invalid on scalars
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    reflect(inF0, inF1);                      // expected error: invalid on scalars
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    refract(inF0, inF1, inF2);                // expected error: invalid on scalars
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    refract(float2(0), float2(0), float2(0)); // expected error: last parameter only scalar
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    reversebits(inF0);                        // expected error: only integer inputs
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    transpose(inF0);                          // expected error: only valid on mats
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    return 0.0;
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}
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float1 PixelShaderFunction1(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
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{
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    // TODO: ... add when float1 prototypes are generated
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    GetRenderTargetSamplePosition(inF0); // expected error: only integer inputs
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    return 0.0;
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}
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float2 PixelShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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{
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    asdouble(inF0, inF1);         // expected error: only integer inputs
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    CheckAccessFullyMapped(inF0); // expected error: only valid on scalars
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    countbits(inF0);              // expected error: only integer inputs
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    cross(inF0, inF1);            // expected error: only on float3 inputs
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    D3DCOLORtoUBYTE4(inF0);       // expected error: only on float4 inputs
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    determinant(inF0);            // expected error: only valid on mats
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    f16tof32(inF0);               // expected error: only integer inputs
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    firstbithigh(inF0);           // expected error: only integer inputs
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    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
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    transpose(inF0);              // expected error: only valid on mats
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    return float2(1,2);
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}
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float3 PixelShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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{
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    CheckAccessFullyMapped(inF0);  // expected error: only valid on scalars
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    countbits(inF0);            // expected error: only integer inputs
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    D3DCOLORtoUBYTE4(inF0);     // expected error: only on float4 inputs
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    determinant(inF0);          // expected error: only valid on mats
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    f16tof32(inF0);             // expected error: only integer inputs
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    firstbithigh(inF0);         // expected error: only integer inputs
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    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
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    transpose(inF0);            // expected error: only valid on mats
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    return float3(1,2,3);
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}
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float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
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{
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    CheckAccessFullyMapped(inF0); // expected error: only valid on scalars
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    countbits(inF0);              // expected error: only integer inputs
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    cross(inF0, inF1);            // expected error: only on float3 inputs
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    determinant(inF0);            // expected error: only valid on mats
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    f16tof32(inF0);               // expected error: only integer inputs
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    firstbithigh(inF0);           // expected error: only integer inputs
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    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
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    transpose(inF0);              // expected error: only valid on mats
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    return float4(1,2,3,4);
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}
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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#define MATFNS() \
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    countbits(inF0);          \
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    D3DCOLORtoUBYTE4(inF0);   \
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    cross(inF0, inF1);        \
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    f16tof32(inF0);           \
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    firstbithigh(inF0);       \
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    firstbitlow(inF0);        \
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    reversebits(inF0);        \
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    length(inF0);             \
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    noise(inF0);              \
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    normalize(inF0);          \
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    reflect(inF0, inF1);      \
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    refract(inF0, inF1, 1.0); \
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    reversebits(inF0);        \
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// 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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{
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    // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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    MATFNS()
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    return float2x2(2,2,2,2);
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}
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float3x3 PixelShaderFunction3x3(float3x3 inF0, float3x3 inF1, float3x3 inF2)
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{
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    // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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    MATFNS()
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    return float3x3(3,3,3,3,3,3,3,3,3);
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}
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float4x4 PixelShaderFunction4x4(float4x4 inF0, float4x4 inF1, float4x4 inF2)
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{
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    // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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    MATFNS()
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    return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);
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}
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