diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y index 9a16fda5..a6b4c06e 100644 --- a/libs/vkd3d-shader/hlsl.y +++ b/libs/vkd3d-shader/hlsl.y @@ -2998,11 +2998,32 @@ static bool func_is_compatible_match(struct hlsl_ctx *ctx, const struct hlsl_ir_ return true; } +static enum hlsl_base_type hlsl_base_type_class(enum hlsl_base_type t) +{ + switch (t) + { + case HLSL_TYPE_HALF: + case HLSL_TYPE_FLOAT: + case HLSL_TYPE_DOUBLE: + return HLSL_TYPE_FLOAT; + + case HLSL_TYPE_INT: + case HLSL_TYPE_UINT: + return HLSL_TYPE_INT; + + case HLSL_TYPE_BOOL: + return HLSL_TYPE_BOOL; + } + + return 0; +} + static int function_parameter_compare(const struct hlsl_ir_var *candidate, const struct hlsl_ir_var *ref, const struct hlsl_ir_node *arg) { struct { + enum hlsl_base_type class; unsigned int count; } c, r, a; int ret; @@ -3011,8 +3032,13 @@ static int function_parameter_compare(const struct hlsl_ir_var *candidate, if (!hlsl_is_numeric_type(arg->data_type)) return 0; + c.class = hlsl_base_type_class(candidate->data_type->e.numeric.type); c.count = hlsl_type_component_count(candidate->data_type); + + r.class = hlsl_base_type_class(ref->data_type->e.numeric.type); r.count = hlsl_type_component_count(ref->data_type); + + a.class = hlsl_base_type_class(arg->data_type->e.numeric.type); a.count = hlsl_type_component_count(arg->data_type); /* Prefer candidates without component count narrowing. E.g., given an @@ -3020,6 +3046,11 @@ static int function_parameter_compare(const struct hlsl_ir_var *candidate, if ((ret = (a.count > r.count) - (a.count > c.count))) return ret; + /* Prefer candidates with matching component type classes. E.g., given a + * float argument, double is a better match than int. */ + if ((ret = (a.class == c.class) - (a.class == r.class))) + return ret; + return 0; } diff --git a/tests/hlsl/function-overload.shader_test b/tests/hlsl/function-overload.shader_test index 43538e3c..4cc6935a 100644 --- a/tests/hlsl/function-overload.shader_test +++ b/tests/hlsl/function-overload.shader_test @@ -280,7 +280,7 @@ float4 main() : sv_target return f(half(0.0)); } -[pixel shader todo(sm<6)] +[pixel shader] float4 func(min16int x) { @@ -298,8 +298,8 @@ float4 main() : sv_target } [test] -todo(sm<6) draw quad -todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0) +draw quad +probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0) % Let C be the common type that would be produced in an arithmetic expression % between the parameter and argument types. If C is "int" and the parameter is "uint", the @@ -376,7 +376,7 @@ shader model >= 5.0 % E.g. in the following example, C is "double" for the first function (a promoted % type of the "float" argument) and "float" for the second function. -[pixel shader todo] +[pixel shader] float4 func(double x) { @@ -394,8 +394,8 @@ float4 main() : sv_target } [test] -todo(sm<6) draw quad -todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0) +draw quad +probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0) % Component type widening is preferred over component type narrowing. [pixel shader todo] @@ -426,7 +426,7 @@ todo(sm<6) draw quad probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0) % Component count widening is preferred over component type class conversion. -[pixel shader todo] +[pixel shader] float f(int x) { return 1.0; } float f(double2 x) { return 2.0; } @@ -436,7 +436,7 @@ float4 main() : sv_target } [test] -todo(sm<6) draw quad +draw quad probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0) % Let C be the common type that would be produced in an arithmetic expression % between the parameter and argument types. If C has the same base type as the argument,