HLSL: Switch to generic selector, but using GLSL #version 400 rules.
Next step is to modify for HLSL rules.
This commit is contained in:
parent
ab89bbe702
commit
fcc0aa3b64
5 changed files with 492 additions and 43 deletions
35
Test/hlsl.overload.frag
Normal file
35
Test/hlsl.overload.frag
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
// function selection under type conversion
|
||||
void foo1(double a, uint b) {}
|
||||
void foo1(double a, int b) {}
|
||||
void foo1(double a, float b) {}
|
||||
void foo1(double a, double b){}
|
||||
|
||||
float4 PixelShaderFunction(float4 input) : COLOR0
|
||||
{
|
||||
double d;
|
||||
uint u;
|
||||
int i;
|
||||
float f;
|
||||
|
||||
foo1(d, d);
|
||||
foo1(d, u);
|
||||
foo1(d, i);
|
||||
foo1(d, f);
|
||||
|
||||
foo1(f, d);
|
||||
foo1(f, u);
|
||||
foo1(f, i);
|
||||
foo1(f, f);
|
||||
|
||||
foo1(u, d);
|
||||
foo1(u, u);
|
||||
foo1(u, i);
|
||||
foo1(u, f);
|
||||
|
||||
foo1(i, d);
|
||||
foo1(i, u);
|
||||
foo1(i, i);
|
||||
foo1(i, f);
|
||||
|
||||
return input;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue