HLSL: Change intrinsics tests to not use overloaded entry points
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14 changed files with 4635 additions and 2344 deletions
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@ -13,7 +13,7 @@ gs uint4 gs_ua4;
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gs uint4 gs_ub4;
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gs uint4 gs_uc4;
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float ComputeShaderFunction(float inF0, float inF1, float inF2, uint inU0, uint inU1)
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float ComputeShaderFunctionS(float inF0, float inF1, float inF2, uint inU0, uint inU1)
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{
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uint out_u1;
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@ -41,13 +41,13 @@ float ComputeShaderFunction(float inF0, float inF1, float inF2, uint inU0, uint
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return 0.0;
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}
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float1 ComputeShaderFunction(float1 inF0, float1 inF1, float1 inF2)
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float1 ComputeShaderFunction1(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 ComputeShaderFunction(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, uint2 inU1)
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float2 ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, uint2 inU1)
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{
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uint2 out_u2;
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@ -74,7 +74,7 @@ float2 ComputeShaderFunction(float2 inF0, float2 inF1, float2 inF2, uint2 inU0,
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return float2(1,2);
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}
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float3 ComputeShaderFunction(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1)
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float3 ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1)
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{
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uint3 out_u3;
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