HLSL: Change intrinsics tests to not use overloaded entry points
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@@ -1,4 +1,4 @@
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float ComputeShaderFunction(float inF0, float inF1, float inF2, int inI0)
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float ComputeShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
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{
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uint out_u1;
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@@ -53,7 +53,7 @@ float ComputeShaderFunction(float inF0, float inF1, float inF2, int inI0)
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return 0.0;
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}
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float1 ComputeShaderFunction(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
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float1 ComputeShaderFunction1(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
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{
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// TODO: ... add when float1 prototypes are generated
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@@ -62,7 +62,7 @@ float1 ComputeShaderFunction(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
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return 0.0;
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}
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float2 ComputeShaderFunction(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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float2 ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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{
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uint2 out_u2;
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@@ -109,7 +109,7 @@ float2 ComputeShaderFunction(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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return float2(1,2);
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}
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float3 ComputeShaderFunction(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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float3 ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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{
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uint3 out_u3;
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