bgfx/3rdparty/glslang/Test/hlsl.intrinsics.negative.frag
Branimir Karadžić f46d6a5803 Added glslang.
2016-12-15 14:19:54 -08:00

137 lines
7.0 KiB
GLSL

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);
}