glslang/Test/hlsl.overload.frag

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// function selection under type conversion
void foo1(double a, bool b) {}
void foo1(double a, uint b) {}
void foo1(double a, int b) {}
void foo1(double a, float b) {}
void foo1(double a, double b){}
// uint -> int
void foo2(int a, bool b) {}
void foo2(int a, uint b) {}
void foo2(int a, int b) {}
void foo2(int a, float b) {}
void foo2(int a, double b){}
// everything can promote
void foo3(bool b) {}
void foo4(uint b) {}
void foo5(int b) {}
void foo6(float b) {}
void foo7(double b){}
// shorter forward chain better than longer or backward chain
void foo8(float) {}
void foo8(double) {}
void foo9(int) {}
void foo9(uint) {}
void foo10(bool) {}
void foo10(int) {}
// shape change is worse
void foo11(float3) {}
void foo11(double) {}
void foo11(int3) {}
void foo11(uint) {}
void foo12(float1) {}
void foo12(double3) {}
void foo16(uint) {}
void foo16(uint2) {}
// shape change
void foo13(float3) {}
void foo14(int1) {}
void foo15(bool1) {}
float4 PixelShaderFunction(float4 input) : COLOR0
{
bool b;
double d;
uint u;
int i;
float f;
foo1(d, b);
foo1(d, d);
foo1(d, u);
foo1(d, i);
foo1(d, f);
foo1(f, b);
foo1(f, d);
foo1(f, u);
foo1(f, i);
foo1(f, f);
foo1(u, b);
foo1(u, d);
foo1(u, u);
foo1(u, i);
foo1(u, f);
foo1(i, b);
foo1(i, d);
foo1(i, u);
foo1(i, i);
foo1(i, f);
foo2(u, b);
foo2(u, d);
foo2(u, u);
foo2(u, i);
foo2(u, f);
foo2(i, b);
foo2(i, d);
foo2(i, u);
foo2(i, i);
foo2(i, f);
foo3(b);
foo3(d);
foo3(u);
foo3(i);
foo3(f);
foo4(b);
foo4(d);
foo4(u);
foo4(i);
foo4(f);
foo5(b);
foo5(d);
foo5(u);
foo5(i);
foo5(f);
foo6(b);
foo6(d);
foo6(u);
foo6(i);
foo6(f);
foo7(b);
foo7(d);
foo7(u);
foo7(i);
foo7(f);
foo8(b);
foo8(u);
foo8(i);
foo9(b);
foo9(f);
foo9(d);
foo10(u);
foo10(f);
foo10(d);
foo11(b);
foo11(f);
foo12(float3(f));
foo16(int2(i,i));
foo13(f);
foo14(int4(i));
foo15(b);
foo15(bool3(b));
return input;
}