248 lines
18 KiB
GLSL
248 lines
18 KiB
GLSL
static uint gs_ua;
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static uint gs_ub;
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static uint gs_uc;
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static uint2 gs_ua2;
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static uint2 gs_ub2;
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static uint2 gs_uc2;
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static uint3 gs_ua3;
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static uint3 gs_ub3;
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static uint3 gs_uc3;
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static uint4 gs_ua4;
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static uint4 gs_ub4;
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static uint4 gs_uc4;
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float VertexShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
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{
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uint out_u1;
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// AllMemoryBarrier(); // expected error: only valid in compute stage
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// AllMemoryBarrierWithGroupSync(); // expected error: only valid in compute stage
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// asdouble(inF0, inF1); // expected error: only integer inputs
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// CheckAccessFullyMapped(3.0); // expected error: only valid on integers
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// CheckAccessFullyMapped(3); // expected error: only valid in pixel & compute stages
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// clip(inF0); // expected error: only valid in pixel stage
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// countbits(inF0); // expected error: only integer inputs
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// cross(inF0, inF1); // expected error: only on float3 inputs
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// D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs
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// DeviceMemoryBarrier(); // expected error: only valid in pixel & compute stages
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// DeviceMemoryBarrierWithGroupSync(); // expected error: only valid in compute stage
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// ddx(inF0); // expected error: only valid in pixel stage
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// ddx_coarse(inF0); // expected error: only valid in pixel stage
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// ddx_fine(inF0); // expected error: only valid in pixel stage
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// ddy(inF0); // expected error: only valid in pixel stage
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// ddy_coarse(inF0); // expected error: only valid in pixel stage
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// ddy_fine(inF0); // expected error: only valid in pixel stage
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// determinant(inF0); // expected error: only valid on mats
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// EvaluateAttributeAtCentroid(inF0); // expected error: only interpolant
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// EvaluateAttributeAtSample(inF0, 2); // expected error: only interpolant
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// EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only interpolant
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// f16tof32(inF0); // expected error: only integer inputs
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// firstbithigh(inF0); // expected error: only integer inputs
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// firstbitlow(inF0); // expected error: only integer inputs
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// fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
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// fwidth(inF0); // expected error: only valid in pixel stage
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// InterlockedAdd(gs_ua, gs_ub); // expected error: only valid in pixel stage
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// InterlockedAdd(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage
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// InterlockedAnd(gs_ua, gs_ub); // expected error: only valid in pixel stage
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// InterlockedAnd(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage
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// InterlockedCompareExchange(gs_ua, gs_ub, gs_uc, out_u1); // expected error: only valid in pixel stage
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// InterlockedExchange(gs_ua, gs_ub, out_u1);// expected error: only valid in pixel stage
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// InterlockedMax(gs_ua, gs_ub); // expected error: only valid in pixel stage
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// InterlockedMax(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage
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// InterlockedMin(gs_ua, gs_ub); // expected error: only valid in pixel stage
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// InterlockedMin(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage
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// InterlockedOr(gs_ua, gs_ub); // expected error: only valid in pixel stage
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// InterlockedOr(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage
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// InterlockedXor(gs_ua, gs_ub); // expected error: only valid in pixel stage
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// InterlockedXor(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage
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// GroupMemoryBarrier(); // expected error: only valid in compute stage
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// GroupMemoryBarrierWithGroupSync(); // expected error: only valid in compute stage
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// length(inF0); // expect error: invalid on scalars
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// msad4(inF0, float2(0), float4(0)); // expected error: only integer inputs
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// normalize(inF0); // expect error: invalid on scalars
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// reflect(inF0, inF1); // expect error: invalid on scalars
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// refract(inF0, inF1, inF2); // expect error: invalid on scalars
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// refract(float2(0), float2(0), float2(0)); // expected error: last parameter only scalar
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// reversebits(inF0); // expected error: only integer inputs
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// transpose(inF0); // expect error: only valid on mats
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// TODO: texture intrinsics, when we can declare samplers.
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return 0.0;
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}
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float1 VertexShaderFunction1(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
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{
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// TODO: ... add when float1 prototypes are generated
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// GetRenderTargetSamplePosition(inF0); // expected error: only integer inputs
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return 0.0;
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}
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float2 VertexShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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{
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uint2 out_u2;
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// asdouble(inF0, inF1); // expected error: only integer inputs
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// CheckAccessFullyMapped(inF0); // expect error: only valid on scalars
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// countbits(inF0); // expected error: only integer inputs
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// cross(inF0, inF1); // expected error: only on float3 inputs
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// D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs
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// ddx(inF0); // only valid in pixel stage
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// ddx_coarse(inF0); // only valid in pixel stage
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// ddx_fine(inF0); // only valid in pixel stage
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// ddy(inF0); // only valid in pixel stage
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// ddy_coarse(inF0); // only valid in pixel stage
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// ddy_fine(inF0); // only valid in pixel stage
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// determinant(inF0); // expect error: only valid on mats
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// EvaluateAttributeAtCentroid(inF0); // expected error: only interpolant
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// EvaluateAttributeAtSample(inF0, 2); // expected error: only interpolant
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// EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only interpolant
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// f16tof32(inF0); // expected error: only integer inputs
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// firstbithigh(inF0); // expected error: only integer inputs
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// firstbitlow(inF0); // expected error: only integer inputs
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// fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
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// fwidth(inF0); // expected error: only valid in pixel stage
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// InterlockedAdd(gs_ua2, gs_ub2); // expected error: only valid in pixel stage
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// InterlockedAdd(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
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// InterlockedAnd(gs_ua2, gs_ub2); // expected error: only valid in pixel stage
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// InterlockedAnd(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
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// InterlockedCompareExchange(gs_ua2, gs_ub2, gs_uc2, out_u2); // expected error: only valid in pixel stage
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// InterlockedExchange(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
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// InterlockedMax(gs_ua2, gs_ub2); // expected error: only valid in pixel stage
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// InterlockedMax(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
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// InterlockedMin(gs_ua2, gs_ub2); // expected error: only valid in pixel stage
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// InterlockedMin(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
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// InterlockedOr(gs_ua2, gs_ub2); // expected error: only valid in pixel stage
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// InterlockedOr(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
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// InterlockedXor(gs_ua2, gs_ub2); // expected error: only valid in pixel stage
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// InterlockedXor(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
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// noise(inF0); // expected error: only valid in pixel stage
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// reversebits(inF0); // expected error: only integer inputs
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// transpose(inF0); // expect error: only valid on mats
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// TODO: texture intrinsics, when we can declare samplers.
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return float2(1,2);
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}
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float3 VertexShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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{
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uint3 out_u3;
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// CheckAccessFullyMapped(inF0); // expect error: only valid on scalars
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// countbits(inF0); // expected error: only integer inputs
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// ddx(inF0); // only valid in pixel stage
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// ddx_coarse(inF0); // only valid in pixel stage
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// ddx_fine(inF0); // only valid in pixel stage
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// ddy(inF0); // only valid in pixel stage
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// ddy_coarse(inF0); // only valid in pixel stage
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// ddy_fine(inF0); // only valid in pixel stage
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// D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs
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// determinant(inF0); // expect error: only valid on mats
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// EvaluateAttributeAtCentroid(inF0); // expected error: only interpolant
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// EvaluateAttributeAtSample(inF0, 2); // expected error: only interpolant
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// EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only interpolant
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// f16tof32(inF0); // expected error: only integer inputs
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// firstbithigh(inF0); // expected error: only integer inputs
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// firstbitlow(inF0); // expected error: only integer inputs
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// fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
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// fwidth(inF0); // expected error: only valid in pixel stage
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// InterlockedAdd(gs_ua3, gs_ub3); // expected error: only valid in pixel stage
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// InterlockedAdd(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
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// InterlockedAnd(gs_ua3, gs_ub3); // expected error: only valid in pixel stage
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// InterlockedAnd(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
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// InterlockedCompareExchange(gs_ua3, gs_ub3, gs_uc3, out_u3); // expected error: only valid in pixel stage
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// InterlockedExchange(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
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// InterlockedMax(gs_ua3, gs_ub3); // expected error: only valid in pixel stage
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// InterlockedMax(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
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// InterlockedMin(gs_ua3, gs_ub3); // expected error: only valid in pixel stage
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// InterlockedMin(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
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// InterlockedOr(gs_ua3, gs_ub3); // expected error: only valid in pixel stage
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// InterlockedOr(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
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// InterlockedXor(gs_ua3, gs_ub3); // expected error: only valid in pixel stage
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// InterlockedXor(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
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// noise(inF0); // expected error: only valid in pixel stage
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// reversebits(inF0); // expected error: only integer inputs
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// transpose(inF0); // expect error: only valid on mats
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// TODO: texture intrinsics, when we can declare samplers.
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return float3(1,2,3);
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}
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float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
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{
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uint4 out_u4;
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// CheckAccessFullyMapped(inF0); // expect error: only valid on scalars
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// countbits(inF0); // expected error: only integer inputs
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// cross(inF0, inF1); // expected error: only on float3 inputs
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// determinant(inF0); // expect error: only valid on mats
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// ddx(inF0); // only valid in pixel stage
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// ddx_coarse(inF0); // only valid in pixel stage
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// ddx_fine(inF0); // only valid in pixel stage
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// ddy(inF0); // only valid in pixel stage
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// ddy_coarse(inF0); // only valid in pixel stage
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// ddy_fine(inF0); // only valid in pixel stage
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// EvaluateAttributeAtCentroid(inF0); // expected error: only interpolant
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// EvaluateAttributeAtSample(inF0, 2); // expected error: only interpolant
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// EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only interpolant
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// f16tof32(inF0); // expected error: only integer inputs
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// firstbithigh(inF0); // expected error: only integer inputs
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// firstbitlow(inF0); // expected error: only integer inputs
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// fma(inF0, inF1, inF2); // TODO: this might auto-promote: need to check against FXC
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// fwidth(inF0); // expected error: only valid in pixel stage
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// InterlockedAdd(gs_ua4, gs_ub4); // expected error: only valid in pixel stage
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// InterlockedAdd(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
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// InterlockedAnd(gs_ua4, gs_ub4); // expected error: only valid in pixel stage
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// InterlockedAnd(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
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// InterlockedCompareExchange(gs_ua4, gs_ub4, gs_uc4, out_u4); // expected error: only valid in pixel stage
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// InterlockedExchange(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
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// InterlockedMax(gs_ua4, gs_ub4); // expected error: only valid in pixel stage
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// InterlockedMax(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
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// InterlockedMin(gs_ua4, gs_ub4); // expected error: only valid in pixel stage
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// InterlockedMin(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
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// InterlockedOr(gs_ua4, gs_ub4); // expected error: only valid in pixel stage
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// InterlockedOr(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
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// InterlockedXor(gs_ua4, gs_ub4); // expected error: only valid in pixel stage
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// InterlockedXor(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
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// noise(inF0); // expected error: only valid in pixel stage
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// reversebits(inF0); // expected error: only integer inputs
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// transpose(inF0); // expect error: only valid on mats
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// TODO: texture intrinsics, when we can declare samplers.
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return float4(1,2,3,4);
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}
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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#define MATFNS()
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// TODO: turn on non-square matrix tests when protos are available.
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float2x2 VertexShaderFunction2x2(float2x2 inF0, float2x2 inF1, float2x2 inF2)
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{
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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MATFNS()
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return float2x2(2,2,2,2);
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}
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float3x3 VertexShaderFunction3x3(float3x3 inF0, float3x3 inF1, float3x3 inF2)
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{
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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MATFNS()
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return float3x3(3,3,3,3,3,3,3,3,3);
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}
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float4x4 VertexShaderFunction4x4(float4x4 inF0, float4x4 inF1, float4x4 inF2)
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{
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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MATFNS()
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return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);
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}
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