2022-10-31 14:13:26 -07:00
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[pixel shader]
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// Test empty constant buffer.
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cbuffer Constants : register(b1)
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{
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};
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float4 foo;
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float4 main() : sv_target
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{
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return foo;
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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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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2023-02-21 15:16:23 -08:00
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% SM1 buffer offset allocation follows different rules than SM4.
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% Those would have to be tested separately.
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[require]
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shader model >= 4.0
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2023-02-22 09:53:17 -08:00
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[pixel shader fail]
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cbuffer buffer
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{
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float4 a : packoffset(c1invalid_extra_chars);
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}
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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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2023-02-21 15:16:23 -08:00
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% Respect register boundaries
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[pixel shader]
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cbuffer buffer
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{
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float2 a;
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float2 b;
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float2 c;
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float3 d;
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}
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float4 main() : sv_target
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{
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return float4(a.x, b.x, c.x, d.x);
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}
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[test]
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uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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uniform 12 float4 12.0 13.0 14.0 15.0
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draw quad
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probe all rgba (0.0, 2.0, 4.0, 8.0)
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[pixel shader]
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cbuffer buffer
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{
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float a;
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float b[2];
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float c;
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}
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float4 main() : sv_target
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{
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return float4(a, b[0], b[1], c);
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}
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[test]
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uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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draw quad
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probe all rgba (0.0, 4.0, 8.0, 9.0)
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[pixel shader]
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cbuffer buffer
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{
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float a;
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struct
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{
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float b;
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float c;
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} p;
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float d;
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}
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float4 main() : sv_target
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{
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return float4(a, p.b, p.c, d);
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}
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[test]
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uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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uniform 12 float4 12.0 13.0 14.0 15.0
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draw quad
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probe all rgba (0.0, 4.0, 5.0, 6.0)
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2023-02-06 14:17:24 -08:00
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2023-02-22 09:53:17 -08:00
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[pixel shader fail todo]
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2023-02-06 14:17:24 -08:00
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// Elements cannot overlap if buffer is used.
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cbuffer buffer
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{
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float c : packoffset(c0);
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float4 a[2] : packoffset(c1);
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float4 b[2] : packoffset(c2);
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}
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float4 main() : sv_target
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{
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return c;
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}
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2023-02-22 09:53:17 -08:00
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[pixel shader]
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2023-02-06 14:17:24 -08:00
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// Elements can overlap if buffer is not used.
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cbuffer buffer
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{
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float4 a[2] : packoffset(c1);
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float4 b[2] : packoffset(c2);
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}
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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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2023-02-22 09:53:17 -08:00
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[pixel shader]
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2023-02-06 14:17:24 -08:00
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cbuffer buffer
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{
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float4 a : packoffset(c1);
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float4 b : packoffset(c2);
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}
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float4 main() : sv_target
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{
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return 100 * a + b;
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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uniform 8 float4 9.0 10.0 11.0 12.0
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2023-02-22 09:53:17 -08:00
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draw quad
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2023-02-21 12:08:39 -08:00
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probe all rgba (509, 610, 711, 812)
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2023-02-06 14:17:24 -08:00
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2023-02-22 09:53:17 -08:00
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[pixel shader]
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2023-02-06 14:17:24 -08:00
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struct apple
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{
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float2 a;
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float b;
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float4 c;
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};
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cbuffer buffer
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{
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float4 foo : packoffset(c3);
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struct apple bar : packoffset(c1);
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}
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float4 main() : sv_target
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{
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return 1000 * foo + 100 * float4(bar.a, 0, 0) + 10 * float4(bar.b, 0, 0, 0) + bar.c;
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}
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[test]
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uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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uniform 12 float4 12.0 13.0 14.0 15.0
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2023-02-22 09:53:17 -08:00
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draw quad
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2023-02-21 12:08:39 -08:00
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probe all rgba (12468.0, 13509.0, 14010.0, 15011.0)
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2023-02-06 14:17:24 -08:00
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2023-02-22 09:53:17 -08:00
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[pixel shader]
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2023-02-06 14:17:24 -08:00
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cbuffer buffer
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{
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float2 c : packoffset(c0.y);
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}
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float4 main() : sv_target
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{
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return float4(c, c);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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2023-02-22 09:53:17 -08:00
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draw quad
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2023-02-21 12:08:39 -08:00
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probe all rgba (2.0, 3.0, 2.0, 3.0)
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2023-02-06 14:17:24 -08:00
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2023-02-21 12:08:39 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// Elements must respect register boundaries.
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cbuffer buffer
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{
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float4 c : packoffset(c0.z);
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}
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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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2023-02-21 12:08:39 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// Matrices must be aligned.
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cbuffer buffer
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{
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float1x1 m : packoffset(c0.y);
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}
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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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2023-02-21 12:08:39 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// Arrays must be aligned.
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cbuffer buffer
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{
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float a[1] : packoffset(c0.y);
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}
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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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2023-02-21 12:08:39 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// Structs must be aligned.
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struct apple
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{
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float p;
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};
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cbuffer buffer
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{
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struct apple a : packoffset(c0.y);
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}
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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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2023-02-21 12:08:39 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// Invalid offset on unused buffer.
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cbuffer buffer
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{
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float3 a : packoffset(c0.z);
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}
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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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2023-02-21 12:08:39 -08:00
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[pixel shader fail]
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2023-02-06 14:17:24 -08:00
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// Invalid offset on unused variable.
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cbuffer buffer
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{
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float a : packoffset(c0);
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float3 b : packoffset(c0.z);
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}
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float4 main() : sv_target
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{
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return a;
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}
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2023-02-22 09:53:17 -08:00
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[pixel shader]
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2023-02-06 14:17:24 -08:00
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cbuffer buffer
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{
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float4 a : packoffset(c1);
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float1 b : packoffset(c0);
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float1 c : packoffset(c0.y);
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}
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float4 main() : sv_target
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{
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return 100 * a + 10 * b + c;
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}
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[test]
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uniform 0 float 1.0
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uniform 1 float 2.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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2023-02-22 09:53:17 -08:00
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draw quad
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2023-02-21 12:08:39 -08:00
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probe all rgba (512.0, 612.0, 712.0, 812.0)
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2023-02-06 14:17:24 -08:00
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2023-02-22 09:53:17 -08:00
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[pixel shader fail todo]
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2023-02-06 14:17:24 -08:00
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// packoffset cannot be used unless all elements use it.
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cbuffer buffer
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{
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float4 a : packoffset(c0);
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float4 b;
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}
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float4 main() : sv_target
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{
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return a + b;
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}
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2023-02-22 09:53:17 -08:00
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[pixel shader]
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2023-02-06 14:17:24 -08:00
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cbuffer buffer
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{
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float2 c : packoffset(c0.b);
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}
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float4 main() : sv_target
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{
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return float4(c, c);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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2023-02-22 09:53:17 -08:00
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draw quad
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2023-02-21 12:08:39 -08:00
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probe all rgba (3.0, 4.0, 3.0, 4.0)
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2023-02-06 14:17:24 -08:00
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[pixel shader fail]
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cbuffer buffer
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{
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float2 c : packoffset(c0.xy);
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}
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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 fail]
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cbuffer buffer
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{
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float4x4 mat : packoffset(c0._m00);
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}
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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 fail]
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cbuffer buffer
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{
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float4 a : packoffset(c0._m00);
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}
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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 fail]
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cbuffer buffer
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{
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float2 c : packoffset(c0.xz);
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}
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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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% packoffset cannot be used outside a constant buffer.
|
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[pixel shader fail]
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float4 a : packoffset(c0);
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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 fail]
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float4 foo(float4 a : packoffset(c0))
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{
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return a;
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}
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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 fail]
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float4 foo(float4 a) : packoffset(c0)
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|
|
{
|
|
|
|
return a;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
[pixel shader fail]
|
|
|
|
struct apple
|
|
|
|
{
|
|
|
|
float4 a : packoffset(c0);
|
|
|
|
};
|
|
|
|
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
struct apple a;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
[pixel shader fail]
|
|
|
|
cbuffer buffer
|
|
|
|
{
|
|
|
|
struct
|
|
|
|
{
|
|
|
|
float4 a : packoffset(c0);
|
|
|
|
} s;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 main() : sv_target
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|