// RUN: %clang_cc1 -triple dxil-pc-shadermodel6.0-compute -x hlsl -fsyntax-only -verify %s typedef float float2x1 __attribute__((matrix_type(2,1))); typedef float float2x2 __attribute__((matrix_type(2,2))); typedef float float2 __attribute__((ext_vector_type(2))); struct S { float f; }; struct S2 { float2 f;}; [numthreads(1,1,1)] void entry() { float2x1 LilMat = float2x1(1.0, 2.0); float2x1 BrokenMat = float2x1(1.0, 2.0, 3.0); // expected-error{{too many initializers in list for type 'float2x1' (aka 'matrix') (expected 2 but found 3)}} float2x2 NormieMat = float2x2(LilMat, 3.0, 4.0, 5.0); // expected-error{{too many initializers in list for type 'float2x2' (aka 'matrix') (expected 4 but found 5)}} float2x2 BrokenNormie = float2x2(3.0, 4.0); // expected-error{{too few initializers in list for type 'float2x2' (aka 'matrix') (expected 4 but found 2)}} float2x1 OverwhemledNormie = float2x1(3.0, 4.0, 5.0, 6.0); // expected-error{{too many initializers in list for type 'float2x1' (aka 'matrix') (expected 2 but found 4)}} // These should work in HLSL and not error S s; float2x1 GettingStrange = float2x1(s, s); S2 s2; float2x2 GettingStrange2 = float2x2(s2, s2); // HLSL does not yet allow user-defined conversions. struct T { operator float() const { return 1.0f; } } t; // TODO: Should this work? Today HLSL doesn't resolve user-defined conversions here, but we maybe should... float2x1 foo5 = float2x1(t, t); // expected-error{{too few initializers in list for type 'float2x1' (aka 'matrix') (expected 2 but found 0)}} }