mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-14 13:51:04 +00:00
e3f2c8f98a
This also enables vecN -> vec1 shape conversions for all places doing shape conversions. For signature selection, makes shape changes worse than any other comparison when deciding what conversions are better than others.
143 lines
2.2 KiB
JavaScript
143 lines
2.2 KiB
JavaScript
// function selection under type conversion
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void foo1(double a, bool b) {}
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void foo1(double a, uint b) {}
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void foo1(double a, int b) {}
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void foo1(double a, float b) {}
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void foo1(double a, double b){}
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// uint -> int
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void foo2(int a, bool b) {}
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void foo2(int a, uint b) {}
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void foo2(int a, int b) {}
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void foo2(int a, float b) {}
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void foo2(int a, double b){}
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// everything can promote
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void foo3(bool b) {}
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void foo4(uint b) {}
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void foo5(int b) {}
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void foo6(float b) {}
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void foo7(double b){}
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// shorter forward chain better than longer or backward chain
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void foo8(float) {}
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void foo8(double) {}
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void foo9(int) {}
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void foo9(uint) {}
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void foo10(bool) {}
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void foo10(int) {}
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// shape change is worse
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void foo11(float3) {}
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void foo11(double) {}
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void foo11(int3) {}
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void foo11(uint) {}
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void foo12(float1) {}
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void foo12(double3) {}
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void foo16(uint) {}
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void foo16(uint2) {}
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// shape change
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void foo13(float3) {}
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void foo14(int1) {}
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void foo15(bool1) {}
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float4 PixelShaderFunction(float4 input) : COLOR0
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{
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bool b;
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double d;
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uint u;
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int i;
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float f;
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foo1(d, b);
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foo1(d, d);
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foo1(d, u);
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foo1(d, i);
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foo1(d, f);
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foo1(f, b);
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foo1(f, d);
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foo1(f, u);
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foo1(f, i);
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foo1(f, f);
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foo1(u, b);
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foo1(u, d);
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foo1(u, u);
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foo1(u, i);
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foo1(u, f);
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foo1(i, b);
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foo1(i, d);
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foo1(i, u);
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foo1(i, i);
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foo1(i, f);
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foo2(u, b);
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foo2(u, d);
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foo2(u, u);
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foo2(u, i);
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foo2(u, f);
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foo2(i, b);
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foo2(i, d);
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foo2(i, u);
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foo2(i, i);
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foo2(i, f);
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foo3(b);
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foo3(d);
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foo3(u);
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foo3(i);
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foo3(f);
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foo4(b);
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foo4(d);
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foo4(u);
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foo4(i);
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foo4(f);
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foo5(b);
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foo5(d);
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foo5(u);
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foo5(i);
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foo5(f);
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foo6(b);
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foo6(d);
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foo6(u);
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foo6(i);
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foo6(f);
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foo7(b);
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foo7(d);
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foo7(u);
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foo7(i);
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foo7(f);
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foo8(b);
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foo8(u);
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foo8(i);
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foo9(b);
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foo9(f);
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foo9(d);
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foo10(u);
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foo10(f);
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foo10(d);
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foo11(b);
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foo11(f);
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foo12(float3(f));
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foo16(int2(i,i));
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foo13(f);
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foo14(int4(i));
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foo15(b);
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foo15(bool3(b));
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return input;
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}
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