Implement atomic ops, bit conversions, fix fwidth stage mask, fix saturate dest modifier.
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@@ -1,10 +1,31 @@
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float PixelShaderFunction(float inF0, float inF1, float inF2)
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#define gs // TODO: define as groupshared when available in the grammar
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gs uint gs_ua;
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gs uint gs_ub;
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gs uint gs_uc;
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gs uint2 gs_ua2;
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gs uint2 gs_ub2;
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gs uint2 gs_uc2;
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gs uint3 gs_ua3;
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gs uint3 gs_ub3;
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gs uint3 gs_uc3;
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gs uint4 gs_ua4;
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gs uint4 gs_ub4;
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gs uint4 gs_uc4;
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float PixelShaderFunction(float inF0, float inF1, float inF2, uint inU0, uint inU1)
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{
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uint out_u1;
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all(inF0);
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abs(inF0);
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acos(inF0);
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any(inF0);
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asin(inF0);
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asint(inF0);
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asuint(inF0);
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asfloat(inU0);
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// asdouble(inU0, inU1); // TODO: enable when HLSL parser used for intrinsics
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atan(inF0);
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atan2(inF0, inF1);
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ceil(inF0);
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@@ -69,13 +90,19 @@ float1 PixelShaderFunction(float1 inF0, float1 inF1, float1 inF2)
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return 0.0;
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}
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float2 PixelShaderFunction(float2 inF0, float2 inF1, float2 inF2)
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float2 PixelShaderFunction(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, uint2 inU1)
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{
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uint2 out_u2;
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all(inF0);
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abs(inF0);
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acos(inF0);
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any(inF0);
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asin(inF0);
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asint(inF0);
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asuint(inF0);
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asfloat(inU0);
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// asdouble(inU0, inU1); // TODO: enable when HLSL parser used for intrinsics
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atan(inF0);
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atan2(inF0, inF1);
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ceil(inF0);
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@@ -142,13 +169,19 @@ float2 PixelShaderFunction(float2 inF0, float2 inF1, float2 inF2)
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return float2(1,2);
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}
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float3 PixelShaderFunction(float3 inF0, float3 inF1, float3 inF2)
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float3 PixelShaderFunction(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1)
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{
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uint3 out_u3;
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all(inF0);
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abs(inF0);
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acos(inF0);
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any(inF0);
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asin(inF0);
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asint(inF0);
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asuint(inF0);
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asfloat(inU0);
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// asdouble(inU0, inU1); // TODO: enable when HLSL parser used for intrinsics
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atan(inF0);
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atan2(inF0, inF1);
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ceil(inF0);
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@@ -216,13 +249,19 @@ float3 PixelShaderFunction(float3 inF0, float3 inF1, float3 inF2)
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return float3(1,2,3);
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}
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float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2)
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float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2, uint4 inU0, uint4 inU1)
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{
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uint4 out_u4;
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all(inF0);
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abs(inF0);
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acos(inF0);
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any(inF0);
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asin(inF0);
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asint(inF0);
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asuint(inF0);
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asfloat(inU0);
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// asdouble(inU0, inU1); // TODO: enable when HLSL parser used for intrinsics
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atan(inF0);
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atan2(inF0, inF1);
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ceil(inF0);
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@@ -290,6 +329,11 @@ float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2)
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return float4(1,2,3,4);
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}
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// TODO: for mats:
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// asfloat(inU0); \
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// asint(inF0); \
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// asuint(inF0); \
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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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all(inF0); \
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