mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-09-12 18:50:22 -07:00
vkd3d-shader/hlsl: Ensure that TERNARY condition is always bool.
Also, properly casting it to float in lower_ternary() for SM1 avoids creating ABS and NEG on bool types.
This commit is contained in:
committed by
Alexandre Julliard
parent
9c0d04c862
commit
19fd43214b
Notes:
Alexandre Julliard
2024-04-09 15:44:37 -05:00
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/744
@@ -13,7 +13,7 @@ uniform 0 float4 5.0 15.0 0.0 0.0
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todo(glsl) draw quad
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probe all rgba (20.0, -10.0, 75.0, 0.33333333) 1
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float2 a;
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float4 main() : SV_TARGET
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@@ -25,10 +25,10 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 5.0 15.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (5.0, 5.0, -5.0, 3.0) 1
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float2 a;
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float4 main() : SV_TARGET
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@@ -40,10 +40,10 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (2.0, -2.0, 2.0, -2.0) 16
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float2 a;
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float4 main() : SV_TARGET
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@@ -55,10 +55,10 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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float4 x, y;
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float4 main() : sv_target
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@@ -69,7 +69,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 5.0 -42.1 4.0 45.0
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uniform 4 float4 15.0 -5.0 4.1 5.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (5.0, -2.1, 4.0, 0.0) 6
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[require]
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@@ -13,7 +13,7 @@ todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 f;
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float4 main() : sv_target
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@@ -55,7 +55,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.0 1.5 1.5 0.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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% SM1-3 apparently treats '0/0' as zero.
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if(sm<4) todo probe all rgba (1010101.0, 11001100.0, 1101001.0, 11.0)
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% SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN.
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@@ -1,4 +1,4 @@
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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@@ -8,13 +8,13 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -0.5 6.5 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (-0.5, 0.0, 0.0, 0.0) 4
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uniform 0 float4 1.1 0.3 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (0.2, 0.0, 0.0, 0.0) 4
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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@@ -24,8 +24,8 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -0.5 6.5 2.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (-0.5, 0.5, 0.0, 0.0) 4
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uniform 0 float4 1.1 0.3 3.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (1.1, 0.3, 0.0, 0.0) 4
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@@ -92,7 +92,7 @@ todo(glsl) draw quad
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probe all rgba (31416.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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(sm<4)]
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[pixel shader]
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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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) 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<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (3.1415927, 0.0, 0.0, 0.0) 256
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@@ -1,4 +1,4 @@
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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@@ -8,20 +8,20 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -0.1 10.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (1.0, 0.0, 0.0, 1.0)
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[test]
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uniform 0 float4 1.2 -0.1 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (1.0, 1.2, 0.0, 1.0)
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[test]
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uniform 0 float4 1.2 2.0 3.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (1.0, 1.2, 8.0, 1.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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@@ -31,7 +31,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.2 2.0 3.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (2.0, 2.4, 16.0, 2.0)
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[pixel shader fail]
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@@ -3,7 +3,7 @@
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shader model < 6.0
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 x;
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float4 main() : sv_target
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@@ -13,14 +13,14 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 2.0 3.0 4.0 5.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 4.0, 5.0)
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uniform 0 float4 0.0 10.0 11.0 12.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (-1.0, 9.0, 10.0, 11.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 x;
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float4 main() : sv_target
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@@ -35,11 +35,11 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.1 3.0 4.0 5.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (1.1, 2.0, 0.0, 0.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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float4 f;
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float4 main() : sv_target
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@@ -51,7 +51,7 @@ 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<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (0.5, 0.6, 0.7, 0.0)
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@@ -246,7 +246,7 @@ todo(glsl) draw quad
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probe all rgba (3.0, 3.0, 3.0, 3.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float cond;
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uniform float4 a, b;
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@@ -260,7 +260,7 @@ float4 main() : sv_target
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 4 float4 1.0 2.0 3.0 4.0
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uniform 8 float4 5.0 6.0 7.0 8.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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@@ -88,7 +88,7 @@ probe all rgba (1.0, 1.0, 1.0, 1.0)
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% The ternary operator works differently in sm6. See sm6-ternary.shader_test.
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shader model < 6.0
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[vertex shader todo(sm<4)]
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[vertex shader]
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int a, b, c;
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void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos : sv_position)
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@@ -103,11 +103,11 @@ if(sm<4) uniform 0 float 0
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if(sm<4) uniform 4 float 100
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if(sm<4) uniform 8 float 200
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if(sm>=4) uniform 0 int4 0 100 200 0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (0.2, 0.2, 0.2, 0.2)
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if(sm<4) uniform 0 float -4
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if(sm<4) uniform 4 float 100
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if(sm<4) uniform 8 float 200
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if(sm>=4) uniform 0 int4 -4 100 200 0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (0.1, 0.1, 0.1, 0.1)
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