float VertexShaderFunction(float inF0, float inF1, float inF2, int inI0) { // AllMemoryBarrier(); // invalid in fragment stage TODO: parser currently crashes on empty arg list // AllMemoryBarrierWithGroupSync(); // invalid in fragment stage TODO: parser currently crashes on empty arg list 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 & compute stages 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(); // TODO: expected error: only valid in pixel & compute stages // DeviceMemoryBarrierWithGroupSync(); // TODO: expected error: only valid in compute stage ddx(inF0); // expected error: only valid in pixel & compute stages ddx_coarse(inF0); // expected error: only valid in pixel & compute stages ddx_fine(inF0); // expected error: only valid in pixel & compute stages ddy(inF0); // expected error: only valid in pixel & compute stages ddy_coarse(inF0); // expected error: only valid in pixel & compute stages ddy_fine(inF0); // expected error: only valid in pixel & compute stages determinant(inF0); // expected error: only valid on mats EvaluateAttributeAtCentroid(inF0); // expected error: only valid in pixel stage EvaluateAttributeAtSample(inF0, 2); // expected error: only valid in pixel stage EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only valid in pixel 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); // expected error: only double inputs // 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: only valid in compute stage // GroupMemoryBarrierWithGroupSync(); // TODO: 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 VertexShaderFunction(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 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2, int2 inI0) { 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 & compute stages ddx_coarse(inF0); // only valid in pixel & compute stages ddx_fine(inF0); // only valid in pixel & compute stages ddy(inF0); // only valid in pixel & compute stages ddy_coarse(inF0); // only valid in pixel & compute stages ddy_fine(inF0); // only valid in pixel & compute stages determinant(inF0); // expect error: only valid on mats EvaluateAttributeAtCentroid(inF0); // expected error: only valid in pixel stage EvaluateAttributeAtSample(inF0, 2); // expected error: only valid in pixel stage EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only valid in pixel 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); // expected error: only double inputs 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 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2, int3 inI0) { CheckAccessFullyMapped(inF0); // expect error: only valid on scalars countbits(inF0); // expected error: only integer inputs ddx(inF0); // only valid in pixel & compute stages ddx_coarse(inF0); // only valid in pixel & compute stages ddx_fine(inF0); // only valid in pixel & compute stages ddy(inF0); // only valid in pixel & compute stages ddy_coarse(inF0); // only valid in pixel & compute stages ddy_fine(inF0); // only valid in pixel & compute stages D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs determinant(inF0); // expect error: only valid on mats EvaluateAttributeAtCentroid(inF0); // expected error: only valid in pixel stage EvaluateAttributeAtSample(inF0, 2); // expected error: only valid in pixel stage EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only valid in pixel 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); // expected error: only double inputs 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) { 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 & compute stages ddx_coarse(inF0); // only valid in pixel & compute stages ddx_fine(inF0); // only valid in pixel & compute stages ddy(inF0); // only valid in pixel & compute stages ddy_coarse(inF0); // only valid in pixel & compute stages ddy_fine(inF0); // only valid in pixel & compute stages EvaluateAttributeAtCentroid(inF0); // expected error: only valid in pixel stage EvaluateAttributeAtSample(inF0, 2); // expected error: only valid in pixel stage EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only valid in pixel 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); // expected error: only double inputs 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() \ countbits(inF0); \ cross(inF0, inF1); \ D3DCOLORtoUBYTE4(inF0); \ ddx(inF0); \ ddx_coarse(inF0); \ ddx_fine(inF0); \ ddy(inF0); \ ddy_coarse(inF0); \ ddy_fine(inF0); \ EvaluateAttributeAtCentroid(inF0); \ EvaluateAttributeAtSample(inF0, 2); \ EvaluateAttributeSnapped(inF0, int2(2)); \ f16tof32(inF0); \ firstbithigh(inF0); \ firstbitlow(inF0); \ fma(inF0, inF1, inF2); \ noise(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 VertexShaderFunction(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 VertexShaderFunction(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 VertexShaderFunction(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); }