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

@@ -11,7 +11,7 @@ uint4 gs_ua4;
uint4 gs_ub4;
uint4 gs_uc4;
float VertexShaderFunction(float inF0, float inF1, float inF2, int inI0)
float VertexShaderFunctionS(float inF0, float inF1, float inF2, int inI0)
{
uint out_u1;
@@ -71,7 +71,7 @@ float VertexShaderFunction(float inF0, float inF1, float inF2, int inI0)
return 0.0;
}
float1 VertexShaderFunction(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
float1 VertexShaderFunction1(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
{
// TODO: ... add when float1 prototypes are generated
@@ -80,7 +80,7 @@ float1 VertexShaderFunction(float1 inF0, float1 inF1, float1 inF2, int1 inI0)
return 0.0;
}
float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
float2 VertexShaderFunction2(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
{
uint2 out_u2;
@@ -127,7 +127,7 @@ float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2, int2 inI0)
return float2(1,2);
}
float3 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
float3 VertexShaderFunction3(float3 inF0, float3 inF1, float3 inF2, int3 inI0)
{
uint3 out_u3;
@@ -247,7 +247,7 @@ float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2, int4 inI0)
// TODO: turn on non-square matrix tests when protos are available.
float2x2 VertexShaderFunction(float2x2 inF0, float2x2 inF1, float2x2 inF2)
float2x2 VertexShaderFunction2x2(float2x2 inF0, float2x2 inF1, float2x2 inF2)
{
// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
MATFNS()
@@ -255,7 +255,7 @@ float2x2 VertexShaderFunction(float2x2 inF0, float2x2 inF1, float2x2 inF2)
return float2x2(2,2,2,2);
}
float3x3 VertexShaderFunction(float3x3 inF0, float3x3 inF1, float3x3 inF2)
float3x3 VertexShaderFunction3x3(float3x3 inF0, float3x3 inF1, float3x3 inF2)
{
// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
MATFNS()
@@ -263,7 +263,7 @@ float3x3 VertexShaderFunction(float3x3 inF0, float3x3 inF1, float3x3 inF2)
return float3x3(3,3,3,3,3,3,3,3,3);
}
float4x4 VertexShaderFunction(float4x4 inF0, float4x4 inF1, float4x4 inF2)
float4x4 VertexShaderFunction4x4(float4x4 inF0, float4x4 inF1, float4x4 inF2)
{
// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
MATFNS()