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vkd3d-shader/glsl: Implement support for VKD3DSPR_IMMCONST registers.
This commit is contained in:
parent
ab07637ee1
commit
1d485cc8a9
Notes:
Henri Verbeet
2024-09-19 14:46:44 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1084
@ -137,6 +137,21 @@ static void shader_glsl_print_register_name(struct vkd3d_string_buffer *buffer,
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vkd3d_string_buffer_printf(buffer, "%s_out[%u]", gen->prefix, reg->idx[0].offset);
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break;
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case VKD3DSPR_IMMCONST:
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switch (reg->dimension)
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{
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case VSIR_DIMENSION_SCALAR:
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vkd3d_string_buffer_printf(buffer, "%#xu", reg->u.immconst_u32[0]);
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break;
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default:
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vkd3d_string_buffer_printf(buffer, "<unhandled_dimension %#x>", reg->dimension);
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled dimension %#x.", reg->dimension);
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break;
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}
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break;
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case VKD3DSPR_CONSTBUFFER:
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if (reg->idx_count != 3)
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{
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@ -195,12 +210,41 @@ static void glsl_src_cleanup(struct glsl_src *src, struct vkd3d_string_buffer_ca
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vkd3d_string_buffer_release(cache, src->str);
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}
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static void shader_glsl_print_bitcast(struct vkd3d_string_buffer *dst, struct vkd3d_glsl_generator *gen,
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const char *src, enum vkd3d_data_type dst_data_type, enum vkd3d_data_type src_data_type)
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{
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if (dst_data_type == VKD3D_DATA_UNORM || dst_data_type == VKD3D_DATA_SNORM)
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dst_data_type = VKD3D_DATA_FLOAT;
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if (src_data_type == VKD3D_DATA_UNORM || src_data_type == VKD3D_DATA_SNORM)
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src_data_type = VKD3D_DATA_FLOAT;
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if (dst_data_type == src_data_type)
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{
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vkd3d_string_buffer_printf(dst, "%s", src);
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return;
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}
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if (src_data_type == VKD3D_DATA_UINT && dst_data_type == VKD3D_DATA_FLOAT)
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{
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vkd3d_string_buffer_printf(dst, "uintBitsToFloat(%s)", src);
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return;
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}
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled bitcast from %#x to %#x.",
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src_data_type, dst_data_type);
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vkd3d_string_buffer_printf(dst, "%s", src);
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}
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static void glsl_src_init(struct glsl_src *glsl_src, struct vkd3d_glsl_generator *gen,
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const struct vkd3d_shader_src_param *vsir_src, uint32_t mask)
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{
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const struct vkd3d_shader_register *reg = &vsir_src->reg;
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struct vkd3d_string_buffer *register_name;
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enum vkd3d_data_type src_data_type;
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glsl_src->str = vkd3d_string_buffer_get(&gen->string_buffers);
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register_name = vkd3d_string_buffer_get(&gen->string_buffers);
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if (reg->non_uniform)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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@ -209,9 +253,17 @@ static void glsl_src_init(struct glsl_src *glsl_src, struct vkd3d_glsl_generator
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled source modifier(s) %#x.", vsir_src->modifiers);
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shader_glsl_print_register_name(glsl_src->str, gen, reg);
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if (reg->type == VKD3DSPR_IMMCONST)
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src_data_type = VKD3D_DATA_UINT;
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else
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src_data_type = VKD3D_DATA_FLOAT;
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shader_glsl_print_register_name(register_name, gen, reg);
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shader_glsl_print_bitcast(glsl_src->str, gen, register_name->buffer, reg->data_type, src_data_type);
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if (reg->dimension == VSIR_DIMENSION_VEC4)
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shader_glsl_print_swizzle(glsl_src->str, vsir_src->swizzle, mask);
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vkd3d_string_buffer_release(&gen->string_buffers, register_name);
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}
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static void glsl_dst_cleanup(struct glsl_dst *dst, struct vkd3d_string_buffer_cache *cache)
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@ -36,7 +36,7 @@ float4 main() : sv_target
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uniform 0 float4 11 12 0 0
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uniform 4 float4 13 14 0 0
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uniform 8 float4 20 21 22 23
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todo(glsl) draw quad
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draw quad
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probe (320,240) rgba (13.0, 21.0, 0.0, 0.0)
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[pixel shader fail]
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@ -70,7 +70,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float 4.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (409.1, 409.1, 409.1, 409.1)
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[pixel shader]
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@ -100,7 +100,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float 4.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (410.1, 410.1, 410.1, 410.1)
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% loop attribute by itself
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@ -44,7 +44,7 @@ row_major float4x1 main() : sv_target
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}
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[test]
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todo(sm>=6 | glsl) draw quad
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todo(sm>=6) draw quad
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probe rtv 0 (0,0) r (1.0)
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probe rtv 1 (0,0) r (2.0)
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probe rtv 2 (0,0) r (3.0)
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@ -57,7 +57,7 @@ float1x4 main() : sv_target
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}
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[test]
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todo(sm>=6 | glsl) draw quad
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todo(sm>=6) draw quad
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probe rtv 0 (0,0) r (1.0)
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probe rtv 1 (0,0) r (2.0)
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probe rtv 2 (0,0) r (3.0)
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@ -78,7 +78,7 @@ void main(out float1x2 x : sv_target0, out float1x2 y : sv_target2)
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}
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[test]
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todo(sm>=6 | glsl) draw quad
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todo(sm>=6) draw quad
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probe rtv 0 (0,0) r (1.0)
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probe rtv 1 (0,0) r (2.0)
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probe rtv 2 (0,0) r (5.0)
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@ -19,7 +19,7 @@ float4 main() : sv_target
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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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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 0.0)
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@ -45,7 +45,7 @@ float4 main() : sv_target
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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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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 2.0, 5.0, 0.0)
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@ -66,5 +66,5 @@ float4 main() : sv_target
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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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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 2.0, 5.0, 0.0)
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@ -117,7 +117,7 @@ uniform 0 float4 0.1 0.2 0.3 0.4
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uniform 4 float4 1.1 1.2 1.3 1.4
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uniform 8 float4 2.1 2.2 2.3 2.4
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uniform 12 float4 3.1 3.2 3.3 3.4
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (2.1, 2.2, 0.0, 0.0)
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@ -188,7 +188,7 @@ uniform 0 float4 0.1 0.2 0.3 0.4
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uniform 4 float4 1.1 1.2 1.3 1.4
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uniform 8 float4 2.1 2.2 2.3 2.4
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uniform 12 float4 3.1 3.2 3.3 3.4
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (2.1, 2.2, 2.3, 0.0)
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@ -17,7 +17,7 @@ void main(in uniform float4 a, uniform float4 b, out float4 o : sv_target)
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[test]
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uniform 0 float4 0.1 0.0 0.0 0.0
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uniform 4 float4 0.2 0.0 0.0 0.0
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todo(sm>=6 | glsl) draw quad
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todo(sm>=6) draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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[pixel shader]
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@ -42,5 +42,5 @@ void main(out float4 o : sv_target)
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[test]
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uniform 0 float4 0.1 0.0 0.0 0.0
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uniform 4 float4 0.2 0.0 0.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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@ -169,7 +169,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 20 30 40 -1
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todo(glsl) draw quad
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draw quad
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probe (0,0) rgba (10.0, 20.0, 30.0, 40.0)
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@ -187,7 +187,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 20 30 80 -1
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todo(glsl) draw quad
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draw quad
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probe (0,0) rgba (80.0, 30.0, 20.0, 10.0)
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@ -31,5 +31,5 @@ float4 main(uniform float2x2 m, uniform float4 v) : sv_target
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uniform 0 float4 11 12 0 0
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uniform 4 float4 13 14 0 0
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uniform 8 float4 20 21 22 23
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todo(glsl) draw quad
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draw quad
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probe (320,240) rgba (13.0, 21.0, 0.0, 0.0)
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