1 float VertexShaderFunction(float inF0, float inF1, float inF2, int inI0)
3 // AllMemoryBarrier(); // invalid in fragment stage TODO: parser currently crashes on empty arg list
4 // AllMemoryBarrierWithGroupSync(); // invalid in fragment stage TODO: parser currently crashes on empty arg list
5 asdouble(inF0, inF1); // expected error: only integer inputs
6 CheckAccessFullyMapped(3.0); // expected error: only valid on integers
7 CheckAccessFullyMapped(3); // expected error: only valid in pixel & compute stages
8 clip(inF0); // expected error: only valid in pixel & compute stages
9 countbits(inF0); // expected error: only integer inputs
10 cross(inF0, inF1); // expected error: only on float3 inputs
11 D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs
12 // DeviceMemoryBarrier(); // TODO: expected error: only valid in pixel & compute stages
13 // DeviceMemoryBarrierWithGroupSync(); // TODO: expected error: only valid in compute stage
14 ddx(inF0); // expected error: only valid in pixel & compute stages
15 ddx_coarse(inF0); // expected error: only valid in pixel & compute stages
16 ddx_fine(inF0); // expected error: only valid in pixel & compute stages
17 ddy(inF0); // expected error: only valid in pixel & compute stages
18 ddy_coarse(inF0); // expected error: only valid in pixel & compute stages
19 ddy_fine(inF0); // expected error: only valid in pixel & compute stages
20 determinant(inF0); // expected error: only valid on mats
21 EvaluateAttributeAtCentroid(inF0); // expected error: only valid in pixel stage
22 EvaluateAttributeAtSample(inF0, 2); // expected error: only valid in pixel stage
23 EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only valid in pixel stage
24 f16tof32(inF0); // expected error: only integer inputs
25 firstbithigh(inF0); // expected error: only integer inputs
26 firstbitlow(inF0); // expected error: only integer inputs
27 fma(inF0, inF1, inF2); // expected error: only double inputs
28 // InterlockedAdd(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
29 // 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
30 // InterlockedMin(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
31 // InterlockedOor(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
32 // InterlockedXor(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
33 // GroupMemoryBarrier(); // TODO: expected error: only valid in compute stage
34 // GroupMemoryBarrierWithGroupSync(); // TODO: expected error: only valid in compute stage
35 length(inF0); // expect error: invalid on scalars
36 msad4(inF0, float2(0), float4(0)); // expected error: only integer inputs
37 normalize(inF0); // expect error: invalid on scalars
38 reflect(inF0, inF1); // expect error: invalid on scalars
39 refract(inF0, inF1, inF2); // expect error: invalid on scalars
40 refract(float2(0), float2(0), float2(0)); // expected error: last parameter only scalar
41 reversebits(inF0); // expected error: only integer inputs
42 transpose(inF0); // expect error: only valid on mats
44 // TODO: texture intrinsics, when we can declare samplers.
49 float1 VertexShaderFunction(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
51 // TODO: ... add when float1 prototypes are generated
53 GetRenderTargetSamplePosition(inF0); // expected error: only integer inputs
58 float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
60 asdouble(inF0, inF1); // expected error: only integer inputs
61 CheckAccessFullyMapped(inF0); // expect error: only valid on scalars
62 countbits(inF0); // expected error: only integer inputs
63 cross(inF0, inF1); // expected error: only on float3 inputs
64 D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs
65 ddx(inF0); // only valid in pixel & compute stages
66 ddx_coarse(inF0); // only valid in pixel & compute stages
67 ddx_fine(inF0); // only valid in pixel & compute stages
68 ddy(inF0); // only valid in pixel & compute stages
69 ddy_coarse(inF0); // only valid in pixel & compute stages
70 ddy_fine(inF0); // only valid in pixel & compute stages
71 determinant(inF0); // expect error: only valid on mats
72 EvaluateAttributeAtCentroid(inF0); // expected error: only valid in pixel stage
73 EvaluateAttributeAtSample(inF0, 2); // expected error: only valid in pixel stage
74 EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only valid in pixel stage
75 f16tof32(inF0); // expected error: only integer inputs
76 firstbithigh(inF0); // expected error: only integer inputs
77 firstbitlow(inF0); // expected error: only integer inputs
78 fma(inF0, inF1, inF2); // expected error: only double inputs
79 noise(inF0); // expected error: only valid in pixel stage
80 reversebits(inF0); // expected error: only integer inputs
81 transpose(inF0); // expect error: only valid on mats
83 // TODO: texture intrinsics, when we can declare samplers.
88 float3 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
90 CheckAccessFullyMapped(inF0); // expect error: only valid on scalars
91 countbits(inF0); // expected error: only integer inputs
92 ddx(inF0); // only valid in pixel & compute stages
93 ddx_coarse(inF0); // only valid in pixel & compute stages
94 ddx_fine(inF0); // only valid in pixel & compute stages
95 ddy(inF0); // only valid in pixel & compute stages
96 ddy_coarse(inF0); // only valid in pixel & compute stages
97 ddy_fine(inF0); // only valid in pixel & compute stages
98 D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs
99 determinant(inF0); // expect error: only valid on mats
100 EvaluateAttributeAtCentroid(inF0); // expected error: only valid in pixel stage
101 EvaluateAttributeAtSample(inF0, 2); // expected error: only valid in pixel stage
102 EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only valid in pixel stage
103 f16tof32(inF0); // expected error: only integer inputs
104 firstbithigh(inF0); // expected error: only integer inputs
105 firstbitlow(inF0); // expected error: only integer inputs
106 fma(inF0, inF1, inF2); // expected error: only double inputs
107 noise(inF0); // expected error: only valid in pixel stage
108 reversebits(inF0); // expected error: only integer inputs
109 transpose(inF0); // expect error: only valid on mats
111 // TODO: texture intrinsics, when we can declare samplers.
113 return float3(1,2,3);
116 float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
118 CheckAccessFullyMapped(inF0); // expect error: only valid on scalars
119 countbits(inF0); // expected error: only integer inputs
120 cross(inF0, inF1); // expected error: only on float3 inputs
121 determinant(inF0); // expect error: only valid on mats
122 ddx(inF0); // only valid in pixel & compute stages
123 ddx_coarse(inF0); // only valid in pixel & compute stages
124 ddx_fine(inF0); // only valid in pixel & compute stages
125 ddy(inF0); // only valid in pixel & compute stages
126 ddy_coarse(inF0); // only valid in pixel & compute stages
127 ddy_fine(inF0); // only valid in pixel & compute stages
128 EvaluateAttributeAtCentroid(inF0); // expected error: only valid in pixel stage
129 EvaluateAttributeAtSample(inF0, 2); // expected error: only valid in pixel stage
130 EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only valid in pixel stage
131 f16tof32(inF0); // expected error: only integer inputs
132 firstbithigh(inF0); // expected error: only integer inputs
133 firstbitlow(inF0); // expected error: only integer inputs
134 fma(inF0, inF1, inF2); // expected error: only double inputs
135 noise(inF0); // expected error: only valid in pixel stage
136 reversebits(inF0); // expected error: only integer inputs
137 transpose(inF0); // expect error: only valid on mats
139 // TODO: texture intrinsics, when we can declare samplers.
141 return float4(1,2,3,4);
144 // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
148 D3DCOLORtoUBYTE4(inF0); \
155 EvaluateAttributeAtCentroid(inF0); \
156 EvaluateAttributeAtSample(inF0, 2); \
157 EvaluateAttributeSnapped(inF0, int2(2)); \
159 firstbithigh(inF0); \
161 fma(inF0, inF1, inF2); \
167 reflect(inF0, inF1); \
168 refract(inF0, inF1, 1.0); \
172 // TODO: turn on non-square matrix tests when protos are available.
174 float2x2 VertexShaderFunction(float2x2 inF0, float2x2 inF1, float2x2 inF2)
176 // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
179 return float2x2(2,2,2,2);
182 float3x3 VertexShaderFunction(float3x3 inF0, float3x3 inF1, float3x3 inF2)
184 // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
187 return float3x3(3,3,3,3,3,3,3,3,3);
190 float4x4 VertexShaderFunction(float4x4 inF0, float4x4 inF1, float4x4 inF2)
192 // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
195 return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);