float PixelShaderFunctionS(float inF0, float inF1, float inF2, int inI0) { // AllMemoryBarrier(); // TODO: expected error: invalid in fragment stage // AllMemoryBarrierWithGroupSync(); // TODO: expected error: invalid in fragment stage asdouble(inF0, inF1); // expected error: only integer inputs CheckAccessFullyMapped(3.0); // expected error: only valid on integers countbits(inF0); // expected error: only integer inputs cross(inF0, inF1); // expected error: only on float3 inputs D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs determinant(inF0); // expected error: only valid on mats // DeviceMemoryBarrierWithGroupSync(); // TODO: expected error: only valid in compute stage f16tof32(inF0); // expected error: only integer inputs firstbithigh(inF0); // expected error: only integer inputs firstbitlow(inF0); // expected error: only integer inputs // fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC // InterlockedAdd(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator // 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 // InterlockedMin(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator // InterlockedOor(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator // InterlockedXor(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator // GroupMemoryBarrier(); // TODO: expected error: invalid in fragment stage // GroupMemoryBarrierWithGroupSync(); // TODO: expected error: invalid in fragment stage length(inF0); // expected error: invalid on scalars msad4(inF0, float2(0), float4(0)); // expected error: only integer inputs normalize(inF0); // expected error: invalid on scalars reflect(inF0, inF1); // expected error: invalid on scalars refract(inF0, inF1, inF2); // expected error: invalid on scalars refract(float2(0), float2(0), float2(0)); // expected error: last parameter only scalar reversebits(inF0); // expected error: only integer inputs transpose(inF0); // expected error: only valid on mats return 0.0; } float1 PixelShaderFunction1(float1 inF0, float1 inF1, float1 inF2, int1 inI0) { // TODO: ... add when float1 prototypes are generated GetRenderTargetSamplePosition(inF0); // expected error: only integer inputs return 0.0; } float2 PixelShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0) { asdouble(inF0, inF1); // expected error: only integer inputs CheckAccessFullyMapped(inF0); // expected error: only valid on scalars countbits(inF0); // expected error: only integer inputs cross(inF0, inF1); // expected error: only on float3 inputs D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs determinant(inF0); // expected error: only valid on mats f16tof32(inF0); // expected error: only integer inputs firstbithigh(inF0); // expected error: only integer inputs firstbitlow(inF0); // expected error: only integer inputs // fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC reversebits(inF0); // expected error: only integer inputs transpose(inF0); // expected error: only valid on mats return float2(1,2); } float3 PixelShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0) { CheckAccessFullyMapped(inF0); // expected error: only valid on scalars countbits(inF0); // expected error: only integer inputs D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs determinant(inF0); // expected error: only valid on mats f16tof32(inF0); // expected error: only integer inputs firstbithigh(inF0); // expected error: only integer inputs firstbitlow(inF0); // expected error: only integer inputs // fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC reversebits(inF0); // expected error: only integer inputs transpose(inF0); // expected error: only valid on mats return float3(1,2,3); } float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0) { CheckAccessFullyMapped(inF0); // expected error: only valid on scalars countbits(inF0); // expected error: only integer inputs cross(inF0, inF1); // expected error: only on float3 inputs determinant(inF0); // expected error: only valid on mats f16tof32(inF0); // expected error: only integer inputs firstbithigh(inF0); // expected error: only integer inputs firstbitlow(inF0); // expected error: only integer inputs // fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC reversebits(inF0); // expected error: only integer inputs transpose(inF0); // expected error: only valid on mats return float4(1,2,3,4); } // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without. #define MATFNS() \ countbits(inF0); \ D3DCOLORtoUBYTE4(inF0); \ cross(inF0, inF1); \ f16tof32(inF0); \ firstbithigh(inF0); \ firstbitlow(inF0); \ reversebits(inF0); \ length(inF0); \ noise(inF0); \ normalize(inF0); \ reflect(inF0, inF1); \ refract(inF0, inF1, 1.0); \ reversebits(inF0); \ // TODO: turn on non-square matrix tests when protos are available. float2x2 PixelShaderFunction2x2(float2x2 inF0, float2x2 inF1, float2x2 inF2) { // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without. MATFNS() return float2x2(2,2,2,2); } float3x3 PixelShaderFunction3x3(float3x3 inF0, float3x3 inF1, float3x3 inF2) { // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without. MATFNS() return float3x3(3,3,3,3,3,3,3,3,3); } float4x4 PixelShaderFunction4x4(float4x4 inF0, float4x4 inF1, float4x4 inF2) { // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without. MATFNS() return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4); }