mirror of
https://github.com/RPCS3/glslang.git
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274 lines
18 KiB
GLSL
274 lines
18 KiB
GLSL
uint gs_ua;
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uint gs_ub;
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uint gs_uc;
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uint2 gs_ua2;
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uint2 gs_ub2;
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uint2 gs_uc2;
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uint3 gs_ua3;
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uint3 gs_ub3;
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uint3 gs_uc3;
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uint4 gs_ua4;
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uint4 gs_ub4;
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uint4 gs_uc4;
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float VertexShaderFunction(float inF0, float inF1, float inF2, int inI0)
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{
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uint out_u1;
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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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CheckAccessFullyMapped(3); // expected error: only valid in pixel & compute stages
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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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// DeviceMemoryBarrier(); // TODO: expected error: only valid in pixel & compute stages
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// DeviceMemoryBarrierWithGroupSync(); // TODO: expected error: only valid in compute stage
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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 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); // expected error: only double inputs
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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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// GroupMemoryBarrier(); // TODO: expected error: only valid in compute stage
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// GroupMemoryBarrierWithGroupSync(); // TODO: expected error: only valid in compute 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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// TODO: texture intrinsics, when we can declare samplers.
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return 0.0;
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}
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float1 VertexShaderFunction(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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GetRenderTargetSamplePosition(inF0); // expected error: only integer inputs
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return 0.0;
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}
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float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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{
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uint2 out_u2;
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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 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); // expected error: only double inputs
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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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// TODO: texture intrinsics, when we can declare samplers.
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return float2(1,2);
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}
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float3 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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{
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uint3 out_u3;
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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 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); // expected error: only double inputs
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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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// TODO: texture intrinsics, when we can declare samplers.
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return float3(1,2,3);
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}
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float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
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{
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uint4 out_u4;
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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); // expected error: only double inputs
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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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// TODO: texture intrinsics, when we can declare samplers.
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return float4(1,2,3,4);
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}
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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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countbits(inF0); \
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cross(inF0, inF1); \
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D3DCOLORtoUBYTE4(inF0); \
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ddx(inF0); \
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ddx_coarse(inF0); \
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ddx_fine(inF0); \
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ddy(inF0); \
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ddy_coarse(inF0); \
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ddy_fine(inF0); \
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EvaluateAttributeAtCentroid(inF0); \
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EvaluateAttributeAtSample(inF0, 2); \
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EvaluateAttributeSnapped(inF0, int2(2)); \
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f16tof32(inF0); \
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firstbithigh(inF0); \
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firstbitlow(inF0); \
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fma(inF0, inF1, inF2); \
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fwidth(inF0); \
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noise(inF0); \
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reversebits(inF0); \
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length(inF0); \
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noise(inF0); \
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normalize(inF0); \
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reflect(inF0, inF1); \
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refract(inF0, inF1, 1.0); \
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reversebits(inF0); \
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// TODO: turn on non-square matrix tests when protos are available.
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float2x2 VertexShaderFunction(float2x2 inF0, float2x2 inF1, float2x2 inF2)
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{
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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MATFNS()
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return float2x2(2,2,2,2);
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}
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float3x3 VertexShaderFunction(float3x3 inF0, float3x3 inF1, float3x3 inF2)
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{
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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MATFNS()
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return float3x3(3,3,3,3,3,3,3,3,3);
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}
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float4x4 VertexShaderFunction(float4x4 inF0, float4x4 inF1, float4x4 inF2)
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{
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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MATFNS()
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return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);
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}
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