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vkd3d-shader/hlsl: Implement atan and atan2.
Also narrows some more todos on the tests.
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parent
69294c290b
commit
02a3667822
Notes:
Alexandre Julliard
2024-02-21 23:33:43 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/364
@ -2798,6 +2798,99 @@ static bool intrinsic_asin(struct hlsl_ctx *ctx,
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return write_acos_or_asin(ctx, params, loc, true);
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}
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static bool write_atan_or_atan2(struct hlsl_ctx *ctx,
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const struct parse_initializer *params,
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const struct vkd3d_shader_location *loc, bool atan2_mode)
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{
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struct hlsl_ir_function_decl *func;
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struct hlsl_type *type;
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struct vkd3d_string_buffer *buf;
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int ret;
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static const char atan2_name[] = "atan2";
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static const char atan_name[] = "atan";
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static const char atan2_header_template[] =
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"%s atan2(%s y, %s x)\n"
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"{\n"
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" %s in_y, in_x;\n"
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" in_y = y;\n"
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" in_x = x;\n";
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static const char atan_header_template[] =
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"%s atan(%s y)\n"
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"{\n"
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" %s in_y, in_x;\n"
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" in_y = y;\n"
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" in_x = 1.0;\n";
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static const char body_template[] =
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" %s recip, input, x2, poly_approx, flipped;"
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" recip = 1.0 / max(abs(in_y), abs(in_x));\n"
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" input = recip * min(abs(in_y), abs(in_x));\n"
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" x2 = input * input;\n"
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" poly_approx = ((((0.020835\n"
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" * x2 - 0.085133)\n"
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" * x2 + 0.180141)\n"
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" * x2 - 0.330299)\n"
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" * x2 + 0.999866)\n"
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" * input;\n"
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" flipped = poly_approx * -2.0 + 1.570796;\n"
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" poly_approx += abs(in_x) < abs(in_y) ? flipped : 0.0;\n"
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" poly_approx += in_x < 0.0 ? -3.1415927 : 0.0;\n"
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" return (min(in_x, in_y) < 0.0 && max(in_x, in_y) >= 0.0)\n"
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" ? -poly_approx\n"
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" : poly_approx;\n"
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"}";
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if (!(type = elementwise_intrinsic_get_common_type(ctx, params, loc)))
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return false;
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type = hlsl_get_numeric_type(ctx, type->class, HLSL_TYPE_FLOAT, type->dimx, type->dimy);
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if (!(buf = hlsl_get_string_buffer(ctx)))
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return false;
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if (atan2_mode)
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ret = vkd3d_string_buffer_printf(buf, atan2_header_template,
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type->name, type->name, type->name, type->name);
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else
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ret = vkd3d_string_buffer_printf(buf, atan_header_template,
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type->name, type->name, type->name);
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if (ret < 0)
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{
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vkd3d_string_buffer_cleanup(buf);
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return false;
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}
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ret = vkd3d_string_buffer_printf(buf, body_template, type->name);
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if (ret < 0)
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{
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vkd3d_string_buffer_cleanup(buf);
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return false;
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}
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func = hlsl_compile_internal_function(ctx,
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atan2_mode ? atan2_name : atan_name, buf->buffer);
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vkd3d_string_buffer_cleanup(buf);
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if (!func)
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return false;
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return add_user_call(ctx, func, params, loc);
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}
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static bool intrinsic_atan(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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return write_atan_or_atan2(ctx, params, loc, false);
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}
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static bool intrinsic_atan2(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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return write_atan_or_atan2(ctx, params, loc, true);
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}
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/* Find the type corresponding to the given source type, with the same
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* dimensions but a different base type. */
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static struct hlsl_type *convert_numeric_type(const struct hlsl_ctx *ctx,
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@ -4031,6 +4124,8 @@ intrinsic_functions[] =
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{"asfloat", 1, true, intrinsic_asfloat},
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{"asin", 1, true, intrinsic_asin},
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{"asuint", -1, true, intrinsic_asuint},
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{"atan", 1, true, intrinsic_atan},
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{"atan2", 2, true, intrinsic_atan2},
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{"ceil", 1, true, intrinsic_ceil},
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{"clamp", 3, true, intrinsic_clamp},
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{"clip", 1, true, intrinsic_clip},
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@ -92,7 +92,7 @@ todo(sm<4) draw quad
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probe all rgba (31416.0, 0.0, 0.0, 0.0)
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[pixel shader todo]
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[pixel shader todo(sm<4)]
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uniform float4 a;
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float4 main() : sv_target
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@ -102,26 +102,26 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -1.0 0.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (-0.785409629, 0.0, 0.0, 0.0) 512
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uniform 0 float4 -0.5 0.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (-0.4636476, 0.0, 0.0, 0.0) 256
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0) 256
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uniform 0 float4 0.5 0.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.4636476, 0.0, 0.0, 0.0) 256
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.785409629, 0.0, 0.0, 0.0) 512
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[pixel shader todo]
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[pixel shader todo(sm<4)]
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uniform float4 a;
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float4 main() : sv_target
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@ -133,64 +133,64 @@ float4 main() : sv_target
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[test]
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% Non-degenerate cases
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uniform 0 float4 1.0 1.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.785385, 0.0, 0.0, 0.0) 512
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uniform 0 float4 5.0 -5.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (2.356194, 0.0, 0.0, 0.0) 256
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uniform 0 float4 -3.0 -3.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (-2.356194, 0.0, 0.0, 0.0) 256
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
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uniform 0 float4 -1.0 0.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (-1.570796, 0.0, 0.0, 0.0) 256
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uniform 0 float4 0.0 1.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0) 256
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uniform 0 float4 0.0 -1.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (3.1415927, 0.0, 0.0, 0.0) 256
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% Degenerate cases
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uniform 0 float4 0.00001 0.00002 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.463647, 0.0, 0.0, 0.0) 256
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uniform 0 float4 0.00001 -0.00002 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (2.677945, 0.0, 0.0, 0.0) 256
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uniform 0 float4 -0.00001 100000.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (-0.000000000099986595, 0.0, 0.0, 0.0) 2048
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uniform 0 float4 10000000.0 0.00000001 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
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% Negative zero behavior should be to treat it the
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% same as normal zero.
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uniform 0 float4 1000000000.0 0.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
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uniform 0 float4 1000000000.0 -0.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
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uniform 0 float4 0.0 -1.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (3.1415927, 0.0, 0.0, 0.0) 256
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uniform 0 float4 -0.0 -1.0 0.0 0.0
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todo(sm<6) draw quad
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todo(sm<4) draw quad
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probe all rgba (3.1415927, 0.0, 0.0, 0.0) 256
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