2024-04-03 22:00:26 -07:00
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[require]
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2024-04-30 21:55:03 -07:00
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shader model >= 4.1
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2024-04-03 22:00:26 -07:00
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[rtv 0]
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format r32g32b32a32 float
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size (2dms, 4, 640, 480)
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2024-04-30 21:55:03 -07:00
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[pixel shader todo]
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float4 main(out uint sample_mask : SV_Coverage) : SV_Target
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{
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sample_mask = 0x5;
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return float4(1.0, 1.0, 1.0, 1.0);
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}
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[test]
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todo draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.5)
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sample mask 0x0b
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clear rtv 0 0.0 0.0 0.0 0.0
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todo draw quad
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probe all rgba (0.25, 0.25, 0.25, 0.25)
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[require]
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shader model >= 5.0
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2024-04-03 22:00:26 -07:00
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[uav 1]
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format r32 uint
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size (2d, 4, 4)
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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[pixel shader todo]
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RWTexture2D<uint> u : register(u1);
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float4 main(float4 position : SV_Position, uint coverage : SV_Coverage) : SV_Target
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{
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InterlockedOr(u[uint2(position.x, position.y)], coverage);
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return float4(0.0, 1.0, 0.0, 1.0);
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}
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[test]
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sample mask 0x01
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2024-04-30 21:55:03 -07:00
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clear rtv 0 0.0 0.0 0.0 0.0
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2024-04-03 21:29:57 -07:00
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todo(sm<6) draw quad
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2024-04-03 22:00:26 -07:00
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probe all rgba (0.0, 0.25, 0.0, 0.25)
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probe uav 1 all rui (0x01)
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sample mask 0x03
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2024-04-03 21:29:57 -07:00
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todo(sm<6) draw quad
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2024-04-03 22:00:26 -07:00
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probe all rgba (0.0, 0.5, 0.0, 0.5)
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probe uav 1 all rui (0x03)
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sample mask 0x07
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2024-04-03 21:29:57 -07:00
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todo(sm<6) draw quad
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2024-04-03 22:00:26 -07:00
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probe all rgba (0.0, 0.75, 0.0, 0.75)
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probe uav 1 all rui (0x07)
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[uav 1]
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format r32 uint
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size (2d, 4, 4)
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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[test]
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clear rtv 0 0.0 0.0 0.0 0.0
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sample mask 0x09
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2024-04-03 21:29:57 -07:00
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todo(sm<6) draw quad
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2024-04-03 22:00:26 -07:00
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probe all rgba (0.0, 0.5, 0.0, 0.5)
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probe uav 1 all rui (0x09)
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sample mask 0x0f
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2024-04-03 21:29:57 -07:00
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todo(sm<6) draw quad
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2024-04-03 22:00:26 -07:00
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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probe uav 1 all rui (0x0f)
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