static uint gs_ua; static uint gs_ub; static uint gs_uc; static uint2 gs_ua2; static uint2 gs_ub2; static uint2 gs_uc2; static uint3 gs_ua3; static uint3 gs_ub3; static uint3 gs_uc3; static uint4 gs_ua4; static uint4 gs_ub4; static uint4 gs_uc4; float VertexShaderFunctionS(float inF0, float inF1, float inF2, int inI0) { uint out_u1; // AllMemoryBarrier(); // expected error: only valid in compute stage // AllMemoryBarrierWithGroupSync(); // expected error: only valid in compute stage // asdouble(inF0, inF1); // expected error: only integer inputs // CheckAccessFullyMapped(3.0); // expected error: only valid on integers // CheckAccessFullyMapped(3); // expected error: only valid in pixel & compute stages // clip(inF0); // expected error: only valid in pixel stage // countbits(inF0); // expected error: only integer inputs // cross(inF0, inF1); // expected error: only on float3 inputs // D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs // DeviceMemoryBarrier(); // expected error: only valid in pixel & compute stages // DeviceMemoryBarrierWithGroupSync(); // expected error: only valid in compute stage // ddx(inF0); // expected error: only valid in pixel stage // ddx_coarse(inF0); // expected error: only valid in pixel stage // ddx_fine(inF0); // expected error: only valid in pixel stage // ddy(inF0); // expected error: only valid in pixel stage // ddy_coarse(inF0); // expected error: only valid in pixel stage // ddy_fine(inF0); // expected error: only valid in pixel stage // determinant(inF0); // expected error: only valid on mats // EvaluateAttributeAtCentroid(inF0); // expected error: only interpolant // EvaluateAttributeAtSample(inF0, 2); // expected error: only interpolant // EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only interpolant // 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 // fwidth(inF0); // expected error: only valid in pixel stage // InterlockedAdd(gs_ua, gs_ub); // expected error: only valid in pixel stage // InterlockedAdd(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage // InterlockedAnd(gs_ua, gs_ub); // expected error: only valid in pixel stage // InterlockedAnd(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage // InterlockedCompareExchange(gs_ua, gs_ub, gs_uc, out_u1); // expected error: only valid in pixel stage // InterlockedExchange(gs_ua, gs_ub, out_u1);// expected error: only valid in pixel stage // InterlockedMax(gs_ua, gs_ub); // expected error: only valid in pixel stage // InterlockedMax(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage // InterlockedMin(gs_ua, gs_ub); // expected error: only valid in pixel stage // InterlockedMin(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage // InterlockedOr(gs_ua, gs_ub); // expected error: only valid in pixel stage // InterlockedOr(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage // InterlockedXor(gs_ua, gs_ub); // expected error: only valid in pixel stage // InterlockedXor(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage // GroupMemoryBarrier(); // expected error: only valid in compute stage // GroupMemoryBarrierWithGroupSync(); // expected error: only valid in compute stage // length(inF0); // expect error: invalid on scalars // msad4(inF0, float2(0), float4(0)); // expected error: only integer inputs // normalize(inF0); // expect error: invalid on scalars // reflect(inF0, inF1); // expect error: invalid on scalars // refract(inF0, inF1, inF2); // expect 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); // expect error: only valid on mats // TODO: texture intrinsics, when we can declare samplers. return 0.0; } float1 VertexShaderFunction1(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 VertexShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0) { uint2 out_u2; // asdouble(inF0, inF1); // expected error: only integer inputs // CheckAccessFullyMapped(inF0); // expect 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 // ddx(inF0); // only valid in pixel stage // ddx_coarse(inF0); // only valid in pixel stage // ddx_fine(inF0); // only valid in pixel stage // ddy(inF0); // only valid in pixel stage // ddy_coarse(inF0); // only valid in pixel stage // ddy_fine(inF0); // only valid in pixel stage // determinant(inF0); // expect error: only valid on mats // EvaluateAttributeAtCentroid(inF0); // expected error: only interpolant // EvaluateAttributeAtSample(inF0, 2); // expected error: only interpolant // EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only interpolant // 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 // fwidth(inF0); // expected error: only valid in pixel stage // InterlockedAdd(gs_ua2, gs_ub2); // expected error: only valid in pixel stage // InterlockedAdd(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage // InterlockedAnd(gs_ua2, gs_ub2); // expected error: only valid in pixel stage // InterlockedAnd(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage // InterlockedCompareExchange(gs_ua2, gs_ub2, gs_uc2, out_u2); // expected error: only valid in pixel stage // InterlockedExchange(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage // InterlockedMax(gs_ua2, gs_ub2); // expected error: only valid in pixel stage // InterlockedMax(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage // InterlockedMin(gs_ua2, gs_ub2); // expected error: only valid in pixel stage // InterlockedMin(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage // InterlockedOr(gs_ua2, gs_ub2); // expected error: only valid in pixel stage // InterlockedOr(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage // InterlockedXor(gs_ua2, gs_ub2); // expected error: only valid in pixel stage // InterlockedXor(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage // noise(inF0); // expected error: only valid in pixel stage // reversebits(inF0); // expected error: only integer inputs // transpose(inF0); // expect error: only valid on mats // TODO: texture intrinsics, when we can declare samplers. return float2(1,2); } float3 VertexShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0) { uint3 out_u3; // CheckAccessFullyMapped(inF0); // expect error: only valid on scalars // countbits(inF0); // expected error: only integer inputs // ddx(inF0); // only valid in pixel stage // ddx_coarse(inF0); // only valid in pixel stage // ddx_fine(inF0); // only valid in pixel stage // ddy(inF0); // only valid in pixel stage // ddy_coarse(inF0); // only valid in pixel stage // ddy_fine(inF0); // only valid in pixel stage // D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs // determinant(inF0); // expect error: only valid on mats // EvaluateAttributeAtCentroid(inF0); // expected error: only interpolant // EvaluateAttributeAtSample(inF0, 2); // expected error: only interpolant // EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only interpolant // 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 // fwidth(inF0); // expected error: only valid in pixel stage // InterlockedAdd(gs_ua3, gs_ub3); // expected error: only valid in pixel stage // InterlockedAdd(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage // InterlockedAnd(gs_ua3, gs_ub3); // expected error: only valid in pixel stage // InterlockedAnd(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage // InterlockedCompareExchange(gs_ua3, gs_ub3, gs_uc3, out_u3); // expected error: only valid in pixel stage // InterlockedExchange(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage // InterlockedMax(gs_ua3, gs_ub3); // expected error: only valid in pixel stage // InterlockedMax(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage // InterlockedMin(gs_ua3, gs_ub3); // expected error: only valid in pixel stage // InterlockedMin(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage // InterlockedOr(gs_ua3, gs_ub3); // expected error: only valid in pixel stage // InterlockedOr(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage // InterlockedXor(gs_ua3, gs_ub3); // expected error: only valid in pixel stage // InterlockedXor(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage // noise(inF0); // expected error: only valid in pixel stage // reversebits(inF0); // expected error: only integer inputs // transpose(inF0); // expect error: only valid on mats // TODO: texture intrinsics, when we can declare samplers. return float3(1,2,3); } float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0) { uint4 out_u4; // CheckAccessFullyMapped(inF0); // expect error: only valid on scalars // countbits(inF0); // expected error: only integer inputs // cross(inF0, inF1); // expected error: only on float3 inputs // determinant(inF0); // expect error: only valid on mats // ddx(inF0); // only valid in pixel stage // ddx_coarse(inF0); // only valid in pixel stage // ddx_fine(inF0); // only valid in pixel stage // ddy(inF0); // only valid in pixel stage // ddy_coarse(inF0); // only valid in pixel stage // ddy_fine(inF0); // only valid in pixel stage // EvaluateAttributeAtCentroid(inF0); // expected error: only interpolant // EvaluateAttributeAtSample(inF0, 2); // expected error: only interpolant // EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only interpolant // 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 // fwidth(inF0); // expected error: only valid in pixel stage // InterlockedAdd(gs_ua4, gs_ub4); // expected error: only valid in pixel stage // InterlockedAdd(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage // InterlockedAnd(gs_ua4, gs_ub4); // expected error: only valid in pixel stage // InterlockedAnd(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage // InterlockedCompareExchange(gs_ua4, gs_ub4, gs_uc4, out_u4); // expected error: only valid in pixel stage // InterlockedExchange(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage // InterlockedMax(gs_ua4, gs_ub4); // expected error: only valid in pixel stage // InterlockedMax(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage // InterlockedMin(gs_ua4, gs_ub4); // expected error: only valid in pixel stage // InterlockedMin(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage // InterlockedOr(gs_ua4, gs_ub4); // expected error: only valid in pixel stage // InterlockedOr(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage // InterlockedXor(gs_ua4, gs_ub4); // expected error: only valid in pixel stage // InterlockedXor(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage // noise(inF0); // expected error: only valid in pixel stage // reversebits(inF0); // expected error: only integer inputs // transpose(inF0); // expect error: only valid on mats // TODO: texture intrinsics, when we can declare samplers. return float4(1,2,3,4); } // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without. #define MATFNS() // TODO: turn on non-square matrix tests when protos are available. float2x2 VertexShaderFunction2x2(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 VertexShaderFunction3x3(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 VertexShaderFunction4x4(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); }