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vkd3d-shader/hlsl: Do not consider scalars and 1-dimensional vectors to be equivalent in function parameters.
This commit is contained in:
committed by
Alexandre Julliard
parent
b1c2852cd7
commit
514d179b70
Notes:
Alexandre Julliard
2023-11-10 00:10:07 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/454
@ -2053,11 +2053,7 @@ static int compare_param_hlsl_types(const struct hlsl_type *t1, const struct hls
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int r;
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int r;
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if ((r = vkd3d_u32_compare(t1->class, t2->class)))
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if ((r = vkd3d_u32_compare(t1->class, t2->class)))
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{
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return r;
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if (!((t1->class == HLSL_CLASS_SCALAR && t2->class == HLSL_CLASS_VECTOR)
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|| (t1->class == HLSL_CLASS_VECTOR && t2->class == HLSL_CLASS_SCALAR)))
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return r;
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}
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if ((r = vkd3d_u32_compare(t1->base_type, t2->base_type)))
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if ((r = vkd3d_u32_compare(t1->base_type, t2->base_type)))
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return r;
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return r;
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if (t1->base_type == HLSL_TYPE_SAMPLER || t1->base_type == HLSL_TYPE_TEXTURE)
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if (t1->base_type == HLSL_TYPE_SAMPLER || t1->base_type == HLSL_TYPE_TEXTURE)
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@ -43,7 +43,7 @@ probe all rgba (0.1, 0.2, 0.1, 0.2)
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% float and float1 can be defined separately...
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% float and float1 can be defined separately...
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[pixel shader todo]
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[pixel shader]
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void func(float arg) {}
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void func(float arg) {}
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void func(float1 arg) {}
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void func(float1 arg) {}
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@ -55,7 +55,7 @@ float4 main() : sv_target
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% ...but invoking them is considered ambiguous and fails.
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% ...but invoking them is considered ambiguous and fails.
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[pixel shader fail]
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[pixel shader fail todo]
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void func(float arg) {}
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void func(float arg) {}
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void func(float1 arg) {}
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void func(float1 arg) {}
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@ -67,7 +67,7 @@ float4 main() : sv_target
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return 1.0;
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return 1.0;
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}
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}
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[pixel shader fail]
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[pixel shader fail todo]
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void func(float arg) {}
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void func(float arg) {}
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void func(float1 arg) {}
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void func(float1 arg) {}
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