2021-09-09 19:06:38 -07:00
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[pixel shader]
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2020-10-03 14:24:25 -07:00
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float myfunc()
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{
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return 0.6;
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}
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static float a = myfunc() + 0.2;
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static float b;
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2021-03-17 22:22:23 -07:00
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static const float c;
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2020-10-03 14:24:25 -07:00
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float4 main() : sv_target
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{
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2021-03-17 22:22:23 -07:00
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return float4(a, b, c, 0);
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2020-10-03 14:24:25 -07:00
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}
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[test]
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2021-09-09 19:06:38 -07:00
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draw quad
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todo probe all rgba (0.8, 0.0, 0.0, 0.0)
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2022-12-02 12:20:59 -08:00
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[pixel shader fail]
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static uint i;
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float4 main() : sv_target
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{
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return 1 / i;
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}
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2022-12-08 09:52:11 -08:00
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[pixel shader]
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static struct
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{
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float4 x;
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float4 y;
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} x;
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader]
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static struct
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{
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float4 x;
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float3 y;
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} x;
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float4 main() : sv_target
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{
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return float4(1, 2, 3, 4) + x.x;
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}
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[test]
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draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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2022-12-05 16:38:50 -08:00
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[texture 0]
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size (1, 1)
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1.0 2.0 3.0 4.0
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[pixel shader fail todo]
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static Texture2D tex;
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sampler sam;
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float4 main() : sv_target
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{
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return tex.Sample(sam, int3(0, 0, 0));
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}
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[pixel shader todo]
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// This is allowed in 10.0.10011.16384 but not in 9.29.952.3111
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static Texture2D tex;
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader todo]
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// This is allowed in 10.0.10011.16384 but not in 9.29.952.3111
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static Texture2D tex;
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sampler sam;
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float4 main() : sv_target
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{
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if (0)
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return tex.Sample(sam, int3(0, 0, 0));
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else
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return float4(0, 1, 2, 3);
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}
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[pixel shader todo]
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// This is allowed in 10.0.10011.16384 but not in 9.29.952.3111
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static Texture2D tex;
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sampler sam;
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uniform uint i;
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float4 main() : sv_target
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{
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float4 unused = tex.Sample(sam, int3(0, 1, 2));
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return 0;
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}
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[pixel shader fail todo]
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static Texture2D tex1;
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sampler sam;
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float4 main() : sv_target
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{
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static Texture2D tex2 = tex1;
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return tex2.Sample(sam, int3(0, 0, 0));
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}
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[pixel shader fail todo]
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static Texture2D tex1;
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sampler sam;
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float4 main(Texture2D tex2) : sv_target
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{
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tex2 = tex1;
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return tex2.Sample(sam, int3(0, 0, 0));
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}
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[pixel shader]
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Texture2D real_tex;
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static Texture2D tex = real_tex;
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sampler sam;
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float4 main() : sv_target
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{
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return tex.Sample(sam, int3(0, 0, 0));
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}
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[test]
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draw quad
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probe all rgba (1, 2, 3, 4)
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[pixel shader todo]
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Texture2D real_tex;
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static Texture2D tex;
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sampler sam;
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float4 main() : sv_target
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{
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tex = real_tex;
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return tex.Sample(sam, int3(0, 0, 0));
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}
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[test]
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todo draw quad
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todo probe all rgba (1, 2, 3, 4)
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[require]
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shader model >= 5.0
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[uav 1]
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format r32 float
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size (1, 1)
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0.5
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[pixel shader todo]
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// This is allowed in 10.0.10011.16384 but not in 9.29.952.3111
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static RWTexture2D<float> tex;
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float4 main() : sv_target
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{
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if (0)
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{
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tex[int2(0, 0)] = 2;
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}
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return 0;
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}
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