vkd3d-shader/hlsl: Implement overload resolution.
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3012 { 3013 switch (t) 3014 { 3015 case HLSL_TYPE_HALF: 3016 case HLSL_TYPE_FLOAT: 3017 case HLSL_TYPE_DOUBLE: 3018 return HLSL_TYPE_FLOAT; 3019 3020 case HLSL_TYPE_INT: 3021 case HLSL_TYPE_UINT: 3022 case HLSL_TYPE_BOOL: 3023 return HLSL_TYPE_INT; 3024 } 3025 3026 return 0; 3027 } - Comment on lines +3011 to +3027
I think
bool
should be a separate base type class. Consider adding the following test:[pixel shader fail] float4 func(int x) { return 1.0; } float4 func(float x) { return 2.0; } float4 main() : sv_target { return func(true); }
Which results in ambiguous function call in native but compiles in this patch.
added 6 commits
- fb96219c - tests: Add yet more overload resolution tests.
- 1025f2de - vkd3d-shader/hlsl: Prefer overload candidates without component count narrowing.
- 9ca3c2be - vkd3d-shader/hlsl: Prefer overload candidates with matching component type classes.
- 3286a8dd - vkd3d-shader/hlsl: Prefer overload candidates with matching component types.
- d63913fe - vkd3d-shader/hlsl: Prefer overload candidates without component type narrowing.
- 55feeab2 - vkd3d-shader/hlsl: Prefer overload candidates without component count widening.
Toggle commit listadded 26 commits
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55feeab2...58271972 - 20 commits from branch
wine:master
- cdf6100f - tests: Add yet more overload resolution tests.
- 63fce306 - vkd3d-shader/hlsl: Prefer overload candidates without component count narrowing.
- 6b887837 - vkd3d-shader/hlsl: Prefer overload candidates with matching component type classes.
- 32d432ab - vkd3d-shader/hlsl: Prefer overload candidates with matching component types.
- 64bb4150 - vkd3d-shader/hlsl: Prefer overload candidates without component type narrowing.
- c4f69f4d - vkd3d-shader/hlsl: Prefer overload candidates without component count widening.
Toggle commit list-
55feeab2...58271972 - 20 commits from branch
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