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

@ -13,7 +13,7 @@ gs uint4 gs_ua4;
gs uint4 gs_ub4;
gs uint4 gs_uc4;
float ComputeShaderFunction(float inF0, float inF1, float inF2, uint inU0, uint inU1)
float ComputeShaderFunctionS(float inF0, float inF1, float inF2, uint inU0, uint inU1)
{
uint out_u1;
@ -41,13 +41,13 @@ float ComputeShaderFunction(float inF0, float inF1, float inF2, uint inU0, uint
return 0.0;
}
float1 ComputeShaderFunction(float1 inF0, float1 inF1, float1 inF2)
float1 ComputeShaderFunction1(float1 inF0, float1 inF1, float1 inF2)
{
// TODO: ... add when float1 prototypes are generated
return 0.0;
}
float2 ComputeShaderFunction(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, uint2 inU1)
float2 ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, uint2 inU1)
{
uint2 out_u2;
@ -74,7 +74,7 @@ float2 ComputeShaderFunction(float2 inF0, float2 inF1, float2 inF2, uint2 inU0,
return float2(1,2);
}
float3 ComputeShaderFunction(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1)
float3 ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1)
{
uint3 out_u3;