 cd6b2382d0
			
		
	
	
		cd6b2382d0
		
	
	
	
	
		
			
			Output variables in GLCompute shaders is not supported in Vulkan. Recent upgrade of spirv-tools revealed this problem.
		
			
				
	
	
		
			192 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			192 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| void ComputeShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
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| {
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|     uint out_u1;
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| 
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|     // AllMemoryBarrier();              // invalid in fragment stage  TODO: parser currently crashes on empty arg list
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|     // AllMemoryBarrierWithGroupSync(); // invalid in fragment stage  TODO: parser currently crashes on empty arg list
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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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|     // 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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|     // 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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|     // 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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| 
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|     // TODO: texture intrinsics, when we can declare samplers.
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| }
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| 
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| void ComputeShaderFunction1(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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| 
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|     // GetRenderTargetSamplePosition(inF0); // expected error: only integer inputs
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| }
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| 
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| void ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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| {
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|     uint2 out_u2;
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| 
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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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| 
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|     // TODO: texture intrinsics, when we can declare samplers.
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| }
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| 
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| void ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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| {
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|     uint3 out_u3;
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| 
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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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| 
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|     // TODO: texture intrinsics, when we can declare samplers.
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| }
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| 
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| void ComputeShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
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| {
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|     uint4 out_u4;
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| 
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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 valid in pixel stage
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|     // EvaluateAttributeAtSample(inF0, 2);                         // expected error: only valid in pixel stage
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|     // EvaluateAttributeSnapped(inF0, int2(2));                    // expected error: only valid in pixel stage
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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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| 
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|     // TODO: texture intrinsics, when we can declare samplers.
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| }
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| 
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