HLSL: Change intrinsics tests to not use overloaded entry points
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@@ -11,7 +11,7 @@ uint4 gs_ua4;
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uint4 gs_ub4;
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uint4 gs_uc4;
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float VertexShaderFunction(float inF0, float inF1, float inF2, int inI0)
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float VertexShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
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{
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uint out_u1;
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@@ -71,7 +71,7 @@ float VertexShaderFunction(float inF0, float inF1, float inF2, int inI0)
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return 0.0;
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}
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float1 VertexShaderFunction(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
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float1 VertexShaderFunction1(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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@@ -80,7 +80,7 @@ float1 VertexShaderFunction(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
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return 0.0;
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}
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float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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float2 VertexShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
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{
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uint2 out_u2;
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@@ -127,7 +127,7 @@ float2 VertexShaderFunction(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 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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float3 VertexShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
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{
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uint3 out_u3;
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@@ -247,7 +247,7 @@ float4 VertexShaderFunction(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 VertexShaderFunction(float2x2 inF0, float2x2 inF1, float2x2 inF2)
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float2x2 VertexShaderFunction2x2(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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@@ -255,7 +255,7 @@ float2x2 VertexShaderFunction(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 VertexShaderFunction(float3x3 inF0, float3x3 inF1, float3x3 inF2)
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float3x3 VertexShaderFunction3x3(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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@@ -263,7 +263,7 @@ float3x3 VertexShaderFunction(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 VertexShaderFunction(float4x4 inF0, float4x4 inF1, float4x4 inF2)
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float4x4 VertexShaderFunction4x4(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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