HLSL: Change intrinsics tests to not use overloaded entry points
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@@ -1,4 +1,4 @@
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float VertexShaderFunction(float inF0, float inF1, float inF2, uint inU0, uint inU1)
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float VertexShaderFunctionS(float inF0, float inF1, float inF2, uint inU0, uint inU1)
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{
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all(inF0);
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abs(inF0);
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@@ -60,13 +60,13 @@ float VertexShaderFunction(float inF0, float inF1, float inF2, uint inU0, uint i
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return 0.0;
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}
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float1 VertexShaderFunction(float1 inF0, float1 inF1, float1 inF2)
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float1 VertexShaderFunction1(float1 inF0, float1 inF1, float1 inF2)
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{
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// TODO: ... add when float1 prototypes are generated
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return 0.0;
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}
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float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, uint2 inU1)
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float2 VertexShaderFunction2(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, uint2 inU1)
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{
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all(inF0);
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abs(inF0);
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@@ -136,7 +136,7 @@ float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, u
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return float2(1,2);
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}
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float3 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1)
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float3 VertexShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1)
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{
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all(inF0);
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abs(inF0);
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@@ -207,7 +207,7 @@ float3 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, u
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return float3(1,2,3);
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}
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float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2, uint4 inU0, uint4 inU1)
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float4 VertexShaderFunction4(float4 inF0, float4 inF1, float4 inF2, uint4 inU0, uint4 inU1)
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{
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all(inF0);
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abs(inF0);
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@@ -332,7 +332,7 @@ float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2, uint4 inU0, u
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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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@@ -341,7 +341,7 @@ 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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@@ -350,7 +350,7 @@ 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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@@ -371,33 +371,33 @@ float4x4 VertexShaderFunction(float4x4 inF0, float4x4 inF1, float4x4 inF2)
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MT r8 = mul(inFM0, inFM1);
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void TestGenMul(float inF0, float inF1,
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float2 inFV0, float2 inFV1,
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float2x2 inFM0, float2x2 inFM1)
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void TestGenMul2(float inF0, float inF1,
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float2 inFV0, float2 inFV1,
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float2x2 inFM0, float2x2 inFM1)
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{
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TESTGENMUL(float, float2, float2x2);
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}
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void TestGenMul(float inF0, float inF1,
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float3 inFV0, float3 inFV1,
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float3x3 inFM0, float3x3 inFM1)
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void TestGenMul3(float inF0, float inF1,
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float3 inFV0, float3 inFV1,
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float3x3 inFM0, float3x3 inFM1)
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{
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TESTGENMUL(float, float3, float3x3);
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}
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void TestGenMul(float inF0, float inF1,
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float4 inFV0, float4 inFV1,
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float4x4 inFM0, float4x4 inFM1)
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void TestGenMul4(float inF0, float inF1,
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float4 inFV0, float4 inFV1,
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float4x4 inFM0, float4x4 inFM1)
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{
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TESTGENMUL(float, float4, float4x4);
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}
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// Test some non-square mats
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void TestGenMul(float inF0, float inF1,
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float2 inFV2, float3 inFV3,
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float2x3 inFM2x3, float3x2 inFM3x2,
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float3x3 inFM3x3, float3x4 inFM3x4,
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float2x4 inFM2x4)
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void TestGenMulNxM(float inF0, float inF1,
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float2 inFV2, float3 inFV3,
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float2x3 inFM2x3, float3x2 inFM3x2,
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float3x3 inFM3x3, float3x4 inFM3x4,
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float2x4 inFM2x4)
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{
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float r00 = mul(inF0, inF1); // S=S*S
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float2 r01 = mul(inFV2, inF0); // V=V*S
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