2023-05-15 12:57:38 -07:00
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[pixel shader]
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float a;
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float4 main() : sv_target
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{
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float res = 0;
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for (int i = 0; i < 10; ++i)
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{
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res += a;
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// The temp copy of 'a' must reserve its registers for the rest of the loop.
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// It shall not be overwritten.
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}
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return res;
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}
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[test]
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uniform 0 float 5.0
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draw quad
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2023-05-10 09:30:39 -07:00
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probe all rgba (50.0, 50.0, 50.0, 50.0)
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2023-05-15 12:57:38 -07:00
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[pixel shader]
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float a;
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float4 main() : sv_target
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{
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float res = 0;
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for (int i = 0; i < 10; ++i)
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{
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res += a;
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// The temp copy of 'a' must reserve its registers for the rest of the loop.
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// It shall not be overwritten.
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i++;
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}
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return res;
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}
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[test]
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uniform 0 float 4.0
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draw quad
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2023-05-10 09:30:39 -07:00
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probe all rgba (20.0, 20.0, 20.0, 20.0)
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2023-09-26 05:49:59 -07:00
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2023-09-25 11:44:05 -07:00
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[pixel shader]
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2023-09-26 05:49:59 -07:00
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float a;
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float4 main() : sv_target
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{
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int i = 0;
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float res = a;
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while (i < 10)
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{
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if (i == 5)
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{
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res += 0.1f;
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break;
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}
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res += 1.0f;
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i++;
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if (i == 2) continue;
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res += 100.f;
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}
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return res;
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}
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[test]
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uniform 0 float 4.0
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2023-09-25 11:44:05 -07:00
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draw quad
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probe all rgba (409.1, 409.1, 409.1, 409.1)
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2023-09-26 05:49:59 -07:00
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2023-09-25 11:44:05 -07:00
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[pixel shader]
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2023-09-26 05:49:59 -07:00
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float a;
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float4 main() : sv_target
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{
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int i = 0;
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float res = a;
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do
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{
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res += 1.0f;
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if (i == 5)
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{
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res += 0.1f;
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break;
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}
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i++;
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if (i == 2) continue;
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res += 100.f;
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}
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while (i < 10);
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return res;
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}
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[test]
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uniform 0 float 4.0
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2023-09-25 11:44:05 -07:00
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draw quad
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probe all rgba (410.1, 410.1, 410.1, 410.1)
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