110 lines
2.2 KiB
HLSL
110 lines
2.2 KiB
HLSL
void bitwise_i32() {
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int s1 = 0;
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int s2 = 0;
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int3 v1 = int3(0, 0, 0);
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int3 v2 = int3(0, 0, 0);
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s1 = (s1 | s2);
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s1 = (s1 & s2);
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s1 = (s1 ^ s2);
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v1 = (v1 | v2);
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v1 = (v1 & v2);
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v1 = (v1 ^ v2);
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}
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void bitwise_u32() {
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uint s1 = 0u;
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uint s2 = 0u;
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uint3 v1 = uint3(0u, 0u, 0u);
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uint3 v2 = uint3(0u, 0u, 0u);
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s1 = (s1 | s2);
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s1 = (s1 & s2);
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s1 = (s1 ^ s2);
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v1 = (v1 | v2);
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v1 = (v1 & v2);
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v1 = (v1 ^ v2);
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}
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void vector_scalar_f32() {
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float3 v = float3(0.0f, 0.0f, 0.0f);
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float s = 0.0f;
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float3 r = float3(0.0f, 0.0f, 0.0f);
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r = (v + s);
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r = (v - s);
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r = (v * s);
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r = (v / s);
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}
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void vector_scalar_i32() {
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int3 v = int3(0, 0, 0);
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int s = 0;
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int3 r = int3(0, 0, 0);
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r = (v + s);
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r = (v - s);
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r = (v * s);
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r = (v / s);
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r = (v % s);
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}
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void vector_scalar_u32() {
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uint3 v = uint3(0u, 0u, 0u);
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uint s = 0u;
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uint3 r = uint3(0u, 0u, 0u);
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r = (v + s);
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r = (v - s);
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r = (v * s);
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r = (v / s);
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r = (v % s);
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}
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void scalar_vector_f32() {
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float3 v = float3(0.0f, 0.0f, 0.0f);
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float s = 0.0f;
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float3 r = float3(0.0f, 0.0f, 0.0f);
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r = (s + v);
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r = (s - v);
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r = (s * v);
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r = (s / v);
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}
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void scalar_vector_i32() {
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int3 v = int3(0, 0, 0);
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int s = 0;
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int3 r = int3(0, 0, 0);
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r = (s + v);
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r = (s - v);
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r = (s * v);
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r = (s / v);
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r = (s % v);
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}
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void scalar_vector_u32() {
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uint3 v = uint3(0u, 0u, 0u);
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uint s = 0u;
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uint3 r = uint3(0u, 0u, 0u);
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r = (s + v);
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r = (s - v);
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r = (s * v);
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r = (s / v);
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r = (s % v);
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}
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void matrix_matrix_f32() {
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float3x4 m34 = float3x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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float4x3 m43 = float4x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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float3x3 m33 = float3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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float4x4 m44 = float4x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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m34 = (m34 + m34);
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m34 = (m34 - m34);
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m33 = mul(m34, m43);
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m44 = mul(m43, m34);
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}
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struct tint_symbol {
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float4 value : SV_Target0;
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};
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tint_symbol main() {
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const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
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return tint_symbol_1;
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}
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