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tests: Add more function overloading tests.
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parent
5c00766eff
commit
3669763835
Notes:
Henri Verbeet
2024-11-21 19:34:19 +01:00
Approved-by: Francisco Casas (@fcasas) Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/808
@ -134,3 +134,336 @@ float4 main() : sv_target
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func(x);
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return 1.0;
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}
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% Narrows have the same priority, regardless of how much narrowing is done.
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[pixel shader fail todo]
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float4 func(float3 x)
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{
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return 0.0;
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}
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float4 func(float2 x)
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{
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return 1.0;
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}
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float4 main() : sv_target
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{
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return func(float4(0.0, 0.0, 0.0, 0.0));
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}
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% Even if one axis has less narrowing.
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[pixel shader fail todo]
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float4 func(float4x3 x)
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{
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return float4(x[0][0], x[0][0], x[0][0], x[0][0]);
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}
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float4 func(float2x2 x)
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{
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return float4(x[0][0], x[0][0], x[0][0], x[0][0]);
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}
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float4 main() : sv_target
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{
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float4x4 mtx = 0;
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return func(mtx);
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}
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% Let C be the common type that would be produced in an arithmetic expression
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% between the parameter and argument types. If C is the same as the parameter, the
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% overload is preferred to the case where C is the same base type as the argument but
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% narrower. E.g. in the following example, C is "float4" for the first function
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% (same as the parameter) and "int2" for the second function (same base type as
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% the argument, but narrower), so the first function is preferred.
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[pixel shader todo]
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float4 func(float4 x)
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{
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return 0.0;
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}
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float4 func(int2 x)
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{
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return 1.0;
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}
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float4 main() : sv_target
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{
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return func(int4(0, 0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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todo(sm<6) probe (0, 0) rgba(0.0, 0.0, 0.0, 0.0)
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% Let C be the common type that would be produced in an arithmetic expression
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% between the parameter and argument types. If C is the same as the argument,
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% the overload is preferred to the case where C is the same as the parameter
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% but different to the argument. E.g. in the following example, C is "int" for
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% the first function (same as the argument) and "float" for the second function
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% (same as the parameter), so the first function is preferred.
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[require]
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% No minimum precision types prior to SM4.
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shader model >= 4.0
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[pixel shader todo(sm<6)]
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float4 func(min16int x)
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{
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return 2.0;
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}
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float4 func(float x)
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{
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return 1.0;
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}
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float4 main() : sv_target
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{
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return func(int(0));
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}
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[test]
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todo(sm<6) draw quad
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todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
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% Let C be the common type that would be produced in an arithmetic expression
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% between the parameter and argument types. If C is "int" and the parameter is "uint", the
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% overload is preferred to the case where C is the same as the argument.
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% E.g. in the following example, C is "int" in both cases, but "int" <-> "uint"
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% casts are preferred.
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[pixel shader todo]
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float4 func(uint x)
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{
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return 2.0;
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}
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float4 func(min16int x)
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{
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return 1.0;
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}
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float4 main() : sv_target
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{
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return func(int(0));
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}
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[test]
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todo(sm<6) draw quad
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todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
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% Same as above.
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[pixel shader todo]
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float4 func(int x)
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{
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return 2.0;
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}
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float4 func(min16uint x)
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{
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return 1.0;
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}
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float4 main() : sv_target
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{
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return func(uint(0));
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}
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[test]
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todo(sm<6) draw quad
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todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
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[require]
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% Need SM5 for doubles.
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shader model >= 5.0
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% Let C be the common type that would be produced in an arithmetic expression
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% between the parameter and argument types. If C is a promoted type of the argument
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% (e.g: float and double for halfs; double for floats;), it is preferred over the case
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% where C is equal to the argument.
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% E.g. in the following example, C is "double" for the first function (a promoted
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% type of the "float" argument) and "float" for the second function.
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[pixel shader todo]
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float4 func(double x)
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{
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return 2.0;
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}
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float4 func(int x)
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{
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return 1.0;
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}
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float4 main() : sv_target
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{
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return func(float(0));
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}
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[test]
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todo(sm<6) draw quad
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todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
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% Let C be the common type that would be produced in an arithmetic expression
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% between the parameter and argument types. If C has the same base type as the argument,
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% but with more components, it is preferred over all other cases.
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% E.g in the following example, "C" is "float2" (same base type as the "float"
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% argument, but with more components) for the first function and "double" for the
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% second function.
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[require]
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% Reset
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[pixel shader todo]
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float4 func(float2 x)
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{
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return 2.0;
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}
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float4 func(double x)
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{
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return 1.0;
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}
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float4 main() : sv_target
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{
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return func(float(0));
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}
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[test]
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todo(sm<6) draw quad
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todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
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% Some matrices are implicitly compatible with vectors and will ambiguate with them.
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[pixel shader fail todo]
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float4 func(float2x2 x)
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{
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return 2.0;
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}
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float4 func(float4 x)
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{
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return 1.0;
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}
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float4 main() : sv_target
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{
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return func(float4(0, 0, 0, 0));
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}
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[pixel shader fail todo]
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float4 func(float1x3 x)
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{
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return 2.0;
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}
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float4 func(float3 x)
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{
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return 1.0;
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}
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float4 main() : sv_target
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{
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return func(float4(0, 0, 0, 0));
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}
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% Structs are evaluated on a per-component basis.
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[pixel shader fail todo]
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struct a
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{
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float4 a;
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};
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struct b
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{
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float a[4];
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};
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struct c
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{
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float a;
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float b;
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float c;
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float d;
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};
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float4 func(a x)
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{
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return 1.0;
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}
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float4 func(b x)
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{
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return 2.0;
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}
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float4 main() : sv_target
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{
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c x = {0.0, 0.0, 0.0, 0.0};
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return func(x);
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}
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% Arrays are evaluated on a per component basis.
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[pixel shader fail todo]
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float4 func(float4 x[1])
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{
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return 1.0;
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}
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float4 func(float2 x[2])
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{
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return 2.0;
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}
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float4 main() : sv_target
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{
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float x[4] = {0, 0, 0, 0};
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return func(x);
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}
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% Arrays do not implicitly convert from vectors, so they won't ambiguate.
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[pixel shader]
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float4 func(float4 x[1])
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{
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return 1.0;
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}
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float4 func(float2 x[2])
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{
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return 2.0;
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}
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float4 func(float4 x)
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{
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return 42.0;
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}
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float4 main() : sv_target
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{
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float4 x = float4(0, 0, 0, 0);
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return func(x);
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}
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[test]
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draw quad
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probe (0, 0) rgba(42.0, 42.0, 42.0, 42.0)
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