2022-06-24 00:41:25 -07:00
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[pixel shader]
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uniform float4 x;
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uniform float4 y;
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float4 main() : SV_TARGET
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{
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return ldexp(x, y);
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}
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[test]
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uniform 0 float4 2.0 3.0 4.0 5.0
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uniform 4 float4 0.0 -10.0 10.0 100.0
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2023-11-26 19:29:14 -08:00
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draw quad
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2023-09-18 00:10:15 -07:00
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probe all rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2
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2022-06-24 00:41:25 -07:00
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2024-01-31 12:10:29 -08:00
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[pixel shader todo(sm<4)]
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2022-06-24 00:41:25 -07:00
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uniform int4 x;
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uniform int4 y;
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float4 main() : SV_TARGET
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{
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return ldexp(x, y);
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}
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[test]
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2024-01-31 12:10:29 -08:00
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if(sm<4) uniform 0 float4 2 3 4 5
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if(sm<4) uniform 4 float4 0 -10 10 100
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if(sm>=4) uniform 0 int4 2 3 4 5
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if(sm>=4) uniform 4 int4 0 -10 10 100
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todo(sm<4) draw quad
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2023-09-18 00:10:15 -07:00
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probe all rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2
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2022-11-07 06:54:11 -08:00
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2022-11-07 14:05:52 -08:00
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[pixel shader]
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2022-11-07 06:54:11 -08:00
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float4 main() : sv_target
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{
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float2x3 a = {1, 2, 3, 4, 5, 6};
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float3x2 b = {6, 5, 4, 3, 2, 1};
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float2x2 r = ldexp(a, b);
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return float4(r);
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}
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[test]
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2022-11-07 14:05:52 -08:00
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draw quad
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probe all rgba (64.0, 64.0, 64.0, 40.0)
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2022-11-07 06:54:11 -08:00
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2022-11-07 14:05:52 -08:00
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[pixel shader fail]
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2022-11-07 06:54:11 -08:00
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float4 main() : sv_target
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{
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float2x2 a = {1, 2, 3, 4};
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float1 b = {2};
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ldexp(a, b);
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return 0;
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}
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