WIP: HLSL: add f16tof32 and f32tof16 decompositions.
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@@ -1,34 +1,29 @@
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float PixelShaderFunctionS(float inF0)
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float PixelShaderFunctionS(uint inF0)
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{
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f32tof16(inF0);
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return 0.0;
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return f16tof32(inF0);
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}
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float1 PixelShaderFunction1(float1 inF0)
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float1 PixelShaderFunction1(uint1 inF0)
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{
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// TODO: ... add when float1 prototypes are generated
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return 0.0;
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return f16tof32(inF0);
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}
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float2 PixelShaderFunction2(float2 inF0)
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float2 PixelShaderFunction2(uint2 inF0)
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{
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f32tof16(inF0);
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return float2(1,2);
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return f16tof32(inF0);
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}
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float3 PixelShaderFunction3(float3 inF0)
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float3 PixelShaderFunction3(uint3 inF0)
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{
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f32tof16(inF0);
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return float3(1,2,3);
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return f16tof32(inF0);
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}
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float4 PixelShaderFunction(float4 inF0)
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float4 PixelShaderFunction(uint4 inF0)
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{
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f32tof16(inF0);
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return float4(1,2,3,4);
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return f16tof32(inF0);
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}
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float4 main() : SV_Target0
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{
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return 0;
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}
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