HLSL: Change intrinsics tests to not use overloaded entry points
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@@ -1,4 +1,4 @@
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float PixelShaderFunction(float inF0, float inF1, float inF2, int inI0)
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float PixelShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
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{
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// AllMemoryBarrier(); // TODO: expected error: invalid in fragment stage
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// AllMemoryBarrierWithGroupSync(); // TODO: expected error: invalid in fragment stage
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@@ -32,7 +32,7 @@ float PixelShaderFunction(float inF0, float inF1, float inF2, int inI0)
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return 0.0;
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}
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float1 PixelShaderFunction(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
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float1 PixelShaderFunction1(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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@@ -41,7 +41,7 @@ float1 PixelShaderFunction(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
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return 0.0;
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}
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float2 PixelShaderFunction(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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float2 PixelShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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{
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asdouble(inF0, inF1); // expected error: only integer inputs
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CheckAccessFullyMapped(inF0); // expected error: only valid on scalars
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@@ -59,7 +59,7 @@ float2 PixelShaderFunction(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 PixelShaderFunction(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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float3 PixelShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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{
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CheckAccessFullyMapped(inF0); // expected error: only valid on scalars
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countbits(inF0); // expected error: only integer inputs
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@@ -111,7 +111,7 @@ float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
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// TODO: turn on non-square matrix tests when protos are available.
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float2x2 PixelShaderFunction(float2x2 inF0, float2x2 inF1, float2x2 inF2)
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float2x2 PixelShaderFunction2x2(float2x2 inF0, float2x2 inF1, float2x2 inF2)
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{
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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MATFNS()
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@@ -119,7 +119,7 @@ float2x2 PixelShaderFunction(float2x2 inF0, float2x2 inF1, float2x2 inF2)
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return float2x2(2,2,2,2);
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}
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float3x3 PixelShaderFunction(float3x3 inF0, float3x3 inF1, float3x3 inF2)
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float3x3 PixelShaderFunction3x3(float3x3 inF0, float3x3 inF1, float3x3 inF2)
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{
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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MATFNS()
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@@ -127,7 +127,7 @@ float3x3 PixelShaderFunction(float3x3 inF0, float3x3 inF1, float3x3 inF2)
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return float3x3(3,3,3,3,3,3,3,3,3);
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}
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float4x4 PixelShaderFunction(float4x4 inF0, float4x4 inF1, float4x4 inF2)
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float4x4 PixelShaderFunction4x4(float4x4 inF0, float4x4 inF1, float4x4 inF2)
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{
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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MATFNS()
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