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https://github.com/RPCS3/glslang.git
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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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