HLSL: Change intrinsics tests to not use overloaded entry points

This commit is contained in:
LoopDawg
2016-06-30 14:13:03 -06:00
parent af151f964f
commit e903ab5f04
14 changed files with 4635 additions and 2344 deletions

View File

@@ -1,4 +1,4 @@
float ComputeShaderFunction(float inF0, float inF1, float inF2, int inI0)
float ComputeShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
{
uint out_u1;
@@ -53,7 +53,7 @@ float ComputeShaderFunction(float inF0, float inF1, float inF2, int inI0)
return 0.0;
}
float1 ComputeShaderFunction(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
float1 ComputeShaderFunction1(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
{
// TODO: ... add when float1 prototypes are generated
@@ -62,7 +62,7 @@ float1 ComputeShaderFunction(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
return 0.0;
}
float2 ComputeShaderFunction(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
float2 ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
{
uint2 out_u2;
@@ -109,7 +109,7 @@ float2 ComputeShaderFunction(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
return float2(1,2);
}
float3 ComputeShaderFunction(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
float3 ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
{
uint3 out_u3;