2024-05-02 16:51:36 -07:00
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[require]
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shader model < 4.0
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[pixel shader]
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// Only the used size is reserved.
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// Note that these matrices are column-major.
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float4x2 a;
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float4x2 b;
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float4 main() : sv_target
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{
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float4x2 c = a;
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float4x2 d = c + b;
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return float4(d[0].x, d[1].x, d[2].x, d[3].x);
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// a c0 1
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// b c1 1
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//
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[test]
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uniform 0 float4 1 2 3 4
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uniform 4 float4 100 200 300 400
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draw quad
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2024-05-02 23:06:37 -07:00
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probe all rgba (101, 202, 303, 404)
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2024-05-02 16:51:36 -07:00
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[pixel shader]
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// Size 2 always are allocated before size 1
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float4x2 a;
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float4x2 b;
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float4 main() : sv_target
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{
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return float4(a[0].x, a[1].x, a[2].x, b[0].y);
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// b c0 2
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// a c2 1
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//
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[test]
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uniform 0 float4 1 2 3 4
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uniform 4 float4 11 12 13 14
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uniform 8 float4 21 22 23 24
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draw quad
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2024-05-02 23:51:44 -07:00
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probe all rgba (21, 22, 23, 11)
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2024-05-02 16:51:36 -07:00
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[pixel shader]
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// Size 3 always allocated before size 2, probably means that they are allocated in decreasing used size.
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float4x3 a;
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float4x3 b;
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float4 main() : sv_target
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{
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return float4(a[0].y, b[0].z, 0, 0);
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// b c0 3
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// a c3 2
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//
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[test]
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uniform 0 float4 1 2 3 4
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uniform 4 float4 11 12 13 14
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uniform 8 float4 21 22 23 24
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uniform 12 float4 31 32 33 34
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uniform 16 float4 41 42 43 44
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draw quad
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2024-05-02 23:51:44 -07:00
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probe all rgba (41, 21, 0, 0)
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2024-05-02 16:51:36 -07:00
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[pixel shader]
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// Test same used size, how a comes before b.
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float4x3 a;
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float4x3 b;
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float4 main() : sv_target
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{
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return float4(a[0].z, b[0].z, 0, 0);
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// a c0 3
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// b c3 3
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//
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[test]
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uniform 0 float4 1 2 3 4
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uniform 4 float4 11 12 13 14
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uniform 8 float4 21 22 23 24
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uniform 12 float4 31 32 33 34
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uniform 16 float4 41 42 43 44
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uniform 20 float4 51 52 53 54
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draw quad
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probe all rgba (21, 51, 0, 0)
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[pixel shader]
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// Declaration order is more important than instruction order to break ties.
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float4x3 zzz;
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float4x3 aaa;
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float4 main() : sv_target
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{
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return float4(aaa[0].z, zzz[0].z, 0, 0);
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// zzz c0 3
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// aaa c3 3
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//
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[test]
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uniform 0 float4 1 2 3 4
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uniform 4 float4 11 12 13 14
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uniform 8 float4 21 22 23 24
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uniform 12 float4 31 32 33 34
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uniform 16 float4 41 42 43 44
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uniform 20 float4 51 52 53 54
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draw quad
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probe all rgba (51, 21, 0, 0)
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[pixel shader]
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// Arrays follow the same rules
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float2 zzz[2], aaa[4];
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float4 main() : sv_target
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{
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return float4(aaa[1], zzz[1]);
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// zzz c0 2
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// aaa c2 2
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//
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[test]
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uniform 0 float4 1 2 3 4
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uniform 4 float4 11 12 13 14
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uniform 8 float4 21 22 23 24
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uniform 12 float4 31 32 33 34
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draw quad
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probe all rgba (31, 32, 11, 12)
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[pixel shader]
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struct apple
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{
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float2 a;
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float3x2 b;
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float4 c[2];
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};
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struct apple zzz, hhh, aaa;
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float4 main() : sv_target
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{
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return float4(zzz.c[0].x, hhh.b[1].x, aaa.a);
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// zzz c0 4
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// hhh c4 2
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// aaa c6 1
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//
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[test]
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uniform 0 float4 1 2 3 4
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uniform 4 float4 11 12 13 14
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uniform 8 float4 21 22 23 24
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uniform 12 float4 31 32 33 34
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uniform 16 float4 41 42 43 44
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uniform 20 float4 51 52 53 54
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uniform 24 float4 61 62 63 64
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draw quad
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2024-05-02 23:06:37 -07:00
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probe all rgba (31, 52, 61, 62)
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2024-05-02 16:51:36 -07:00
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[pixel shader]
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// Constant buffer variables are treated indistinctively.
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float4x4 size3;
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float4x4 unused;
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cbuffer buff
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{
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float4x4 size1;
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float4x4 size4;
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};
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float4 main() : sv_target
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{
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return float4(size1[3].x, size4[0].w, size3[2].z, 0);
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// size4 c0 4
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// size3 c4 3
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// size1 c7 1
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[test]
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uniform 0 float4 1 2 3 4
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uniform 4 float4 11 12 13 14
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uniform 8 float4 21 22 23 24
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uniform 12 float4 31 32 33 34
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uniform 16 float4 41 42 43 44
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uniform 20 float4 51 52 53 54
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uniform 24 float4 61 62 63 64
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uniform 28 float4 71 72 73 74
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draw quad
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2024-05-02 23:51:44 -07:00
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probe all rgba (74, 31, 63, 0)
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2024-05-02 17:01:19 -07:00
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[pixel shader]
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typedef float2x2 matrix_t;
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typedef row_major matrix_t row_matrix_t;
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typedef column_major matrix_t col_matrix_t;
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uniform row_matrix_t m1;
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uniform col_matrix_t m2;
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float4 main() : COLOR
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{
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float4 ret;
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ret.xy = m1[0];
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ret.zw = m2[0];
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return ret;
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// m2 c0 2
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// m1 c2 1
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//
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[test]
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uniform 0 float4 1 2 3 4
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uniform 4 float4 11 12 13 14
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uniform 8 float4 21 22 23 24
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draw quad
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2024-05-02 23:51:44 -07:00
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probe all rgba (21, 22, 1, 11)
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2024-05-03 01:11:58 -07:00
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[pixel shader]
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// If there is a register reservation, the whole variable size is reserved.
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float a[4] : register(c1);
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float b[4];
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float4 main() : sv_target
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{
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return float4(a[0], b[1], 0, 0);
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// a c1 1
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// b c5 2
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//
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[test]
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uniform 0 float 0
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uniform 4 float 1
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uniform 8 float 2
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uniform 12 float 3
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uniform 16 float 4
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uniform 20 float 5
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uniform 24 float 6
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draw quad
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probe all rgba (1, 6, 0, 0)
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[pixel shader]
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// If there is a register reservation, the whole variable size is reserved.
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float4x4 a : register(c1);
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float b[4];
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float4 main() : sv_target
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{
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return float4(a[0].x, b[1], 0, 0);
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// a c1 1
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// b c5 2
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//
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[test]
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uniform 0 float 0
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uniform 4 float 1
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uniform 8 float 2
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uniform 12 float 3
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uniform 16 float 4
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uniform 20 float 5
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uniform 24 float 6
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draw quad
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probe all rgba (1, 6, 0, 0)
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[pixel shader]
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// If there is a register reservation, the whole variable size is reserved, even if unused.
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float4x4 unused : register(c1);
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float b[4];
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float4 main() : sv_target
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{
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return float4(0, b[1], 0, 0);
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// b c5 2
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//
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[test]
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uniform 0 float 0
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uniform 4 float 1
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uniform 8 float 2
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uniform 12 float 3
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uniform 16 float 4
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uniform 20 float 5
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uniform 24 float 6
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draw quad
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2024-05-03 16:32:52 -07:00
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probe all rgba (0, 6, 0, 0)
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2024-05-03 01:11:58 -07:00
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[pixel shader]
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float unused[2] : register(c2); // will create a gap in c0.
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float size3[3]; // cannot be placed in c0.
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float size2[2]; // can be placed in c0.
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float4 main() : sv_target
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{
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float4 res;
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res.x = size3[2];
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res.y = size2[1];
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res.z = 0;
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res.w = 0;
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return res;
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// size2 c0 2
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// size3 c4 3
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[test]
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uniform 0 float 0
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uniform 4 float 1
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uniform 8 float 2
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uniform 12 float 3
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uniform 16 float 4
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uniform 20 float 5
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uniform 24 float 6
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draw quad
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2024-05-03 16:32:52 -07:00
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probe all rgba (6, 1, 0, 0)
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2024-05-03 01:15:09 -07:00
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[pixel shader todo]
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// Relative addressing extends the allocation size only up to the array's size.
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float idx;
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struct
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{
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float dyn[5];
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float unused;
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} a;
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float4 main() : sv_target
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{
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return a.dyn[idx];
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}
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// a c0 5
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// idx c5 1
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//
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[test]
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uniform 0 float 0
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uniform 4 float 1
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uniform 8 float 2
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uniform 12 float 3
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uniform 16 float 4
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uniform 20 float 3
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todo draw quad
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probe all rgba (3, 3, 3, 3)
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uniform 20 float 1
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todo draw quad
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probe all rgba (1, 1, 1, 1)
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