1 float PixelShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
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
35 float1 PixelShaderFunction1(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
37 // TODO: ... add when float1 prototypes are generated
39 GetRenderTargetSamplePosition(inF0); // expected error: only integer inputs
44 float2 PixelShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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
62 float3 PixelShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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
79 float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
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
92 return float4(1,2,3,4);
95 // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
98 D3DCOLORtoUBYTE4(inF0); \
101 firstbithigh(inF0); \
107 reflect(inF0, inF1); \
108 refract(inF0, inF1, 1.0); \
112 // TODO: turn on non-square matrix tests when protos are available.
114 float2x2 PixelShaderFunction2x2(float2x2 inF0, float2x2 inF1, float2x2 inF2)
116 // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
119 return float2x2(2,2,2,2);
122 float3x3 PixelShaderFunction3x3(float3x3 inF0, float3x3 inF1, float3x3 inF2)
124 // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
127 return float3x3(3,3,3,3,3,3,3,3,3);
130 float4x4 PixelShaderFunction4x4(float4x4 inF0, float4x4 inF1, float4x4 inF2)
132 // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
135 return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);