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-rw-r--r--chromium/third_party/glslang/src/Test/hlsl.intrinsics.negative.vert196
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diff --git a/chromium/third_party/glslang/src/Test/hlsl.intrinsics.negative.vert b/chromium/third_party/glslang/src/Test/hlsl.intrinsics.negative.vert
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+++ b/chromium/third_party/glslang/src/Test/hlsl.intrinsics.negative.vert
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+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);
+}