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static uint gs_ua;
static uint gs_ub;
static uint gs_uc;
static uint2 gs_ua2;
static uint2 gs_ub2;
static uint2 gs_uc2;
static uint3 gs_ua3;
static uint3 gs_ub3;
static uint3 gs_uc3;
static uint4 gs_ua4;
static uint4 gs_ub4;
static uint4 gs_uc4;
float VertexShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
{
uint out_u1;
// AllMemoryBarrier(); // expected error: only valid in compute stage
// AllMemoryBarrierWithGroupSync(); // expected error: only valid in compute stage
// 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(); // expected error: only valid in pixel & compute stages
// DeviceMemoryBarrierWithGroupSync(); // 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 interpolant
// EvaluateAttributeAtSample(inF0, 2); // expected error: only interpolant
// EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only interpolant
// 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); // TODO: this might auto-promote: need to check against FXC
// 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(); // expected error: only valid in compute stage
// GroupMemoryBarrierWithGroupSync(); // 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 VertexShaderFunction1(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 VertexShaderFunction2(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 interpolant
// EvaluateAttributeAtSample(inF0, 2); // expected error: only interpolant
// EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only interpolant
// 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); // TODO: this might auto-promote: need to check against FXC
// 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 VertexShaderFunction3(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 interpolant
// EvaluateAttributeAtSample(inF0, 2); // expected error: only interpolant
// EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only interpolant
// 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); // TODO: this might auto-promote: need to check against FXC
// 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 interpolant
// EvaluateAttributeAtSample(inF0, 2); // expected error: only interpolant
// EvaluateAttributeSnapped(inF0, int2(2)); // expected error: only interpolant
// 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); // TODO: this might auto-promote: need to check against FXC
// 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()
// TODO: turn on non-square matrix tests when protos are available.
float2x2 VertexShaderFunction2x2(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 VertexShaderFunction3x3(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 VertexShaderFunction4x4(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);
}