202 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			202 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
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struct PS_OUTPUT
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{
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    float4 Color : SV_Target0;
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};
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uniform int3    i3;
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uniform bool3   b3;
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uniform float3  f3;
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uniform uint3   u3;
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uniform double3 d3;
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uniform int    is;
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uniform bool   bs;
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uniform float  fs;
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uniform uint   us;
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uniform double ds;
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void Fn_F3(float3 x) { }
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void Fn_I3(int3 x) { }
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void Fn_U3(uint3 x) { }
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void Fn_B3(bool3 x) { }
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void Fn_D3(double3 x) { }
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// ----------- Test implicit conversions on function returns -----------
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float3  Fn_R_F3I(out float3 p) { p = i3; return i3; }
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float3  Fn_R_F3U(out float3 p) { p = u3; return u3; }
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float3  Fn_R_F3B(out float3 p) { p = b3; return b3; }
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float3  Fn_R_F3D(out float3 p) { p = d3; return d3; }  // valid, but loss of precision on downconversion.
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int3    Fn_R_I3U(out int3 p) { p = u3; return u3; }
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int3    Fn_R_I3B(out int3 p) { p = b3; return b3; }
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int3    Fn_R_I3F(out int3 p) { p = f3; return f3; }
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int3    Fn_R_I3D(out int3 p) { p = d3; return d3; }  // valid, but loss of precision on downconversion.
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uint3   Fn_R_U3I(out uint3 p) { p = i3; return i3; }
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uint3   Fn_R_U3F(out uint3 p) { p = f3; return f3; }
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uint3   Fn_R_U3B(out uint3 p) { p = b3; return b3; }
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uint3   Fn_R_U3D(out uint3 p) { p = d3; return d3; }  // valid, but loss of precision on downconversion.
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bool3   Fn_R_B3I(out bool3 p) { p = i3; return i3; }
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bool3   Fn_R_B3U(out bool3 p) { p = u3; return u3; }
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bool3   Fn_R_B3F(out bool3 p) { p = f3; return f3; }
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bool3   Fn_R_B3D(out bool3 p) { p = d3; return d3; }
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double3 Fn_R_D3I(out double3 p) { p = i3; return i3; }
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double3 Fn_R_D3U(out double3 p) { p = u3; return u3; }
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double3 Fn_R_D3B(out double3 p) { p = b3; return b3; }
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double3 Fn_R_D3F(out double3 p) { p = f3; return f3; }
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PS_OUTPUT main()
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{
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    // ----------- assignment conversions -----------
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    float3 r00 = i3;
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    float3 r01 = b3;
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    float3 r02 = u3;
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    float3 r03 = d3;  // valid, but loss of precision on downconversion.
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    int3   r10 = b3;
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    int3   r11 = u3;
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    int3   r12 = f3;
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    int3   r13 = d3;  // valid, but loss of precision on downconversion.
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    uint3  r20 = b3;
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    uint3  r21 = i3;
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    uint3  r22 = f3;
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    uint3  r23 = d3;  // valid, but loss of precision on downconversion.
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    bool3  r30 = i3;
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    bool3  r31 = u3;
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    bool3  r32 = f3;
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    bool3  r33 = d3;
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    double3 r40 = i3;
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    double3 r41 = u3;
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    double3 r42 = f3;
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    double3 r43 = b3;
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    // ----------- assign ops: vector times vector ----------- 
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    r00 *= i3;
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    r01 *= b3;
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    r02 *= u3;
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    r03 *= d3;  // valid, but loss of precision on downconversion.
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    r10 *= b3;
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    r11 *= u3;
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    r12 *= f3;
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    r13 *= d3;  // valid, but loss of precision on downconversion.
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    r20 *= b3;
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    r21 *= i3;
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    r22 *= f3;
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    r23 *= d3;  // valid, but loss of precision on downconversion.
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    // No mul operator for bools
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    r40 *= i3;
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    r41 *= u3;
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    r42 *= f3;
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    r43 *= b3;
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    // ----------- assign ops: vector times scalar ----------- 
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    r00 *= is;
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    r01 *= bs;
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    r02 *= us;
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    r03 *= ds;  // valid, but loss of precision on downconversion.
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    r10 *= bs;
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    r11 *= us;
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    r12 *= fs;
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    r13 *= ds;  // valid, but loss of precision on downconversion.
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    r20 *= bs;
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    r21 *= is;
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    r22 *= fs;
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    r23 *= ds;  // valid, but loss of precision on downconversion.
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    // No mul operator for bools
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    r40 *= is;
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    r41 *= us;
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    r42 *= fs;
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    r43 *= bs;
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#define FN_OVERLOADS 0 // change to 1 when overloads under promotions are in place
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#if FN_OVERLOADS
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    Fn_F3(i3);
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    Fn_F3(u3);
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    Fn_F3(f3);
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    Fn_F3(b3);
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    Fn_F3(d3);  // valid, but loss of precision on downconversion.
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    Fn_I3(i3);
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    Fn_I3(u3);
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    Fn_I3(f3);
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    Fn_I3(b3);
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    Fn_I3(d3);  // valid, but loss of precision on downconversion.
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    Fn_U3(i3);
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    Fn_U3(u3);
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    Fn_U3(f3);
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    Fn_U3(b3);
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    Fn_U3(d3);  // valid, but loss of precision on downconversion.
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    Fn_B3(i3);
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    Fn_B3(u3);
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    Fn_B3(f3);
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    Fn_B3(b3);
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    Fn_B3(d3);
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    Fn_D3(i3);
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    Fn_D3(u3);
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    Fn_D3(f3);
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    Fn_D3(b3);
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    Fn_D3(d3);
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    Fn_F3(i3.x);
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    Fn_F3(u3.x);
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    Fn_F3(f3.x);
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    Fn_F3(b3.x);
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    Fn_F3(d3.x);  // valid, but loss of precision on downconversion.
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    Fn_I3(i3.x);
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    Fn_I3(u3.x);
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    Fn_I3(f3.x);
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    Fn_I3(b3.x);
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    Fn_I3(d3.x);  // valid, but loss of precision on downconversion.
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    Fn_U3(i3.x);
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    Fn_U3(u3.x);
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    Fn_U3(f3.x);
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    Fn_U3(b3.x);
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    Fn_U3(d3.x);  // valid, but loss of precision on downconversion.
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    Fn_B3(i3.x);
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    Fn_B3(u3.x);
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    Fn_B3(f3.x);
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    Fn_B3(b3.x);
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    Fn_B3(d3.x);
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    Fn_D3(i3.x);
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    Fn_D3(u3.x);
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    Fn_D3(f3.x);
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    Fn_D3(b3.x);
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    Fn_D3(d3.x);
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#endif
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    const int   si = 3;
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    const float sf = 1.2;
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    int   c1 = si * sf;  // 3.6 (not 3!)
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    int   c2 = sf * si;  // 3.6 (not 3!)
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    float4 outval = float4(si * sf, sf*si, c1, c2);
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    PS_OUTPUT psout;
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    psout.Color = outval;
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    return psout;
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}
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