glslang/Test/hlsl.intrinsics.negative.vert

274 lines
18 KiB
GLSL

uint gs_ua;
uint gs_ub;
uint gs_uc;
uint2 gs_ua2;
uint2 gs_ub2;
uint2 gs_uc2;
uint3 gs_ua3;
uint3 gs_ub3;
uint3 gs_uc3;
uint4 gs_ua4;
uint4 gs_ub4;
uint4 gs_uc4;
float VertexShaderFunction(float inF0, float inF1, float inF2, int inI0)
{
uint out_u1;
// 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 stage
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 stage
ddx_coarse(inF0); // expected error: only valid in pixel stage
ddx_fine(inF0); // expected error: only valid in pixel stage
ddy(inF0); // expected error: only valid in pixel stage
ddy_coarse(inF0); // expected error: only valid in pixel stage
ddy_fine(inF0); // expected error: only valid in pixel stage
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
fwidth(inF0); // expected error: only valid in pixel stage
InterlockedAdd(gs_ua, gs_ub); // expected error: only valid in pixel stage
InterlockedAdd(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage
InterlockedAnd(gs_ua, gs_ub); // expected error: only valid in pixel stage
InterlockedAnd(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage
InterlockedCompareExchange(gs_ua, gs_ub, gs_uc, out_u1); // expected error: only valid in pixel stage
InterlockedExchange(gs_ua, gs_ub, out_u1);// expected error: only valid in pixel stage
InterlockedMax(gs_ua, gs_ub); // expected error: only valid in pixel stage
InterlockedMax(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage
InterlockedMin(gs_ua, gs_ub); // expected error: only valid in pixel stage
InterlockedMin(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage
InterlockedOr(gs_ua, gs_ub); // expected error: only valid in pixel stage
InterlockedOr(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage
InterlockedXor(gs_ua, gs_ub); // expected error: only valid in pixel stage
InterlockedXor(gs_ua, gs_ub, out_u1); // expected error: only valid in pixel stage
// 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)
{
uint2 out_u2;
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 stage
ddx_coarse(inF0); // only valid in pixel stage
ddx_fine(inF0); // only valid in pixel stage
ddy(inF0); // only valid in pixel stage
ddy_coarse(inF0); // only valid in pixel stage
ddy_fine(inF0); // only valid in pixel stage
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
fwidth(inF0); // expected error: only valid in pixel stage
InterlockedAdd(gs_ua2, gs_ub2); // expected error: only valid in pixel stage
InterlockedAdd(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
InterlockedAnd(gs_ua2, gs_ub2); // expected error: only valid in pixel stage
InterlockedAnd(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
InterlockedCompareExchange(gs_ua2, gs_ub2, gs_uc2, out_u2); // expected error: only valid in pixel stage
InterlockedExchange(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
InterlockedMax(gs_ua2, gs_ub2); // expected error: only valid in pixel stage
InterlockedMax(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
InterlockedMin(gs_ua2, gs_ub2); // expected error: only valid in pixel stage
InterlockedMin(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
InterlockedOr(gs_ua2, gs_ub2); // expected error: only valid in pixel stage
InterlockedOr(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
InterlockedXor(gs_ua2, gs_ub2); // expected error: only valid in pixel stage
InterlockedXor(gs_ua2, gs_ub2, out_u2); // expected error: only valid in pixel stage
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)
{
uint3 out_u3;
CheckAccessFullyMapped(inF0); // expect error: only valid on scalars
countbits(inF0); // expected error: only integer inputs
ddx(inF0); // only valid in pixel stage
ddx_coarse(inF0); // only valid in pixel stage
ddx_fine(inF0); // only valid in pixel stage
ddy(inF0); // only valid in pixel stage
ddy_coarse(inF0); // only valid in pixel stage
ddy_fine(inF0); // only valid in pixel stage
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
fwidth(inF0); // expected error: only valid in pixel stage
InterlockedAdd(gs_ua3, gs_ub3); // expected error: only valid in pixel stage
InterlockedAdd(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
InterlockedAnd(gs_ua3, gs_ub3); // expected error: only valid in pixel stage
InterlockedAnd(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
InterlockedCompareExchange(gs_ua3, gs_ub3, gs_uc3, out_u3); // expected error: only valid in pixel stage
InterlockedExchange(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
InterlockedMax(gs_ua3, gs_ub3); // expected error: only valid in pixel stage
InterlockedMax(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
InterlockedMin(gs_ua3, gs_ub3); // expected error: only valid in pixel stage
InterlockedMin(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
InterlockedOr(gs_ua3, gs_ub3); // expected error: only valid in pixel stage
InterlockedOr(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
InterlockedXor(gs_ua3, gs_ub3); // expected error: only valid in pixel stage
InterlockedXor(gs_ua3, gs_ub3, out_u3); // expected error: only valid in pixel stage
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)
{
uint4 out_u4;
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 stage
ddx_coarse(inF0); // only valid in pixel stage
ddx_fine(inF0); // only valid in pixel stage
ddy(inF0); // only valid in pixel stage
ddy_coarse(inF0); // only valid in pixel stage
ddy_fine(inF0); // only valid in pixel stage
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
fwidth(inF0); // expected error: only valid in pixel stage
InterlockedAdd(gs_ua4, gs_ub4); // expected error: only valid in pixel stage
InterlockedAdd(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
InterlockedAnd(gs_ua4, gs_ub4); // expected error: only valid in pixel stage
InterlockedAnd(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
InterlockedCompareExchange(gs_ua4, gs_ub4, gs_uc4, out_u4); // expected error: only valid in pixel stage
InterlockedExchange(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
InterlockedMax(gs_ua4, gs_ub4); // expected error: only valid in pixel stage
InterlockedMax(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
InterlockedMin(gs_ua4, gs_ub4); // expected error: only valid in pixel stage
InterlockedMin(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
InterlockedOr(gs_ua4, gs_ub4); // expected error: only valid in pixel stage
InterlockedOr(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
InterlockedXor(gs_ua4, gs_ub4); // expected error: only valid in pixel stage
InterlockedXor(gs_ua4, gs_ub4, out_u4); // expected error: only valid in pixel stage
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); \
fwidth(inF0); \
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);
}