mirror of
https://github.com/RPCS3/glslang.git
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137 lines
7.0 KiB
GLSL
137 lines
7.0 KiB
GLSL
float PixelShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
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{
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// AllMemoryBarrier(); // TODO: expected error: invalid in fragment stage
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// AllMemoryBarrierWithGroupSync(); // TODO: expected error: invalid in fragment stage
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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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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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determinant(inF0); // expected error: only valid on mats
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// DeviceMemoryBarrierWithGroupSync(); // TODO: expected error: only valid in compute 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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// InterlockedAdd(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
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// 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
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// InterlockedMin(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
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// InterlockedOor(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
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// InterlockedXor(inI0, inI0, 3); // expected error: last parameter is out TODO: accepted even though marked as out in proto generator
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// GroupMemoryBarrier(); // TODO: expected error: invalid in fragment stage
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// GroupMemoryBarrierWithGroupSync(); // TODO: expected error: invalid in fragment stage
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length(inF0); // expected 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); // expected error: invalid on scalars
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reflect(inF0, inF1); // expected error: invalid on scalars
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refract(inF0, inF1, inF2); // expected 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); // expected error: only valid on mats
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return 0.0;
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}
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float1 PixelShaderFunction1(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 PixelShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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{
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asdouble(inF0, inF1); // expected error: only integer inputs
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CheckAccessFullyMapped(inF0); // expected 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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determinant(inF0); // expected error: only valid on mats
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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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reversebits(inF0); // expected error: only integer inputs
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transpose(inF0); // expected error: only valid on mats
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return float2(1,2);
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}
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float3 PixelShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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{
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CheckAccessFullyMapped(inF0); // expected error: only valid on scalars
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countbits(inF0); // expected error: only integer inputs
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D3DCOLORtoUBYTE4(inF0); // expected error: only on float4 inputs
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determinant(inF0); // expected error: only valid on mats
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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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reversebits(inF0); // expected error: only integer inputs
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transpose(inF0); // expected error: only valid on mats
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return float3(1,2,3);
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}
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float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
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{
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CheckAccessFullyMapped(inF0); // expected 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); // expected error: only valid on mats
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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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reversebits(inF0); // expected error: only integer inputs
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transpose(inF0); // expected error: only valid on mats
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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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D3DCOLORtoUBYTE4(inF0); \
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cross(inF0, inF1); \
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f16tof32(inF0); \
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firstbithigh(inF0); \
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firstbitlow(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 PixelShaderFunction2x2(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 PixelShaderFunction3x3(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 PixelShaderFunction4x4(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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