mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-18 08:47:37 +00:00
197 lines
12 KiB
GLSL
197 lines
12 KiB
GLSL
|
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);
|
||
|
}
|