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tests: Test register(cX) reservations.
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parent
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commit
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Notes:
Alexandre Julliard
2024-01-29 22:52:16 +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/458
@ -152,6 +152,7 @@ vkd3d_shader_tests = \
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tests/hlsl/object-references.shader_test \
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tests/hlsl/object-references.shader_test \
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tests/hlsl/pow.shader_test \
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tests/hlsl/pow.shader_test \
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tests/hlsl/reflect.shader_test \
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tests/hlsl/reflect.shader_test \
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tests/hlsl/register-reservations-numeric.shader_test \
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tests/hlsl/register-reservations-resources.shader_test \
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tests/hlsl/register-reservations-resources.shader_test \
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tests/hlsl/return-implicit-conversion.shader_test \
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tests/hlsl/return-implicit-conversion.shader_test \
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tests/hlsl/return.shader_test \
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tests/hlsl/return.shader_test \
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279
tests/hlsl/register-reservations-numeric.shader_test
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279
tests/hlsl/register-reservations-numeric.shader_test
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@ -0,0 +1,279 @@
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[pixel shader fail(sm<6) todo]
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// Overlapping register(cX) reservations are not allowed except on SM6, where they are aliased.
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// On SM1 this gives hr 0x88760b59.
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float a : register(c0);
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float b : register(c0);
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float4 main() : sv_target
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{
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return a + b;
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}
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[pixel shader]
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// It is not required to provide a register(cX) for all elements in the $Globals buffer.
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float4 a; // will get register(c1)
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float4 b : register(c0);
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float4 main() : sv_target
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{
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return float4(a.xw, b.yz);
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}
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[test]
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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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draw quad
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todo(sm<6) probe all rgba (1.1, 1.4, 0.2, 0.3)
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[pixel shader]
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float4 a[3]; // will get register(c3)
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float4 b[2] : register(c1);
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float4 main() : sv_target
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{
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return float4(a[1].xy, b[0].zw);
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}
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[test]
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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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uniform 16 float4 4.1 4.2 4.3 4.4
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draw quad
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todo(sm<6) probe all rgba (4.1, 4.2, 1.3, 1.4)
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[require]
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shader model < 4.0
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[pixel shader]
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float a : register(c2);
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float b; // will get register c0 in SM1
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float4 main() : sv_target
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{
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return float4(a, b, 0.0, 0.0);
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}
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[test]
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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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draw quad
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todo probe all rgba (2.1, 0.1, 0.0, 0.0)
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[require]
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shader model >= 4.0
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[pixel shader]
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float a : register(c2);
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float b; // will get offset equivalent to c2.y in SM4 and SM6
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float4 main() : sv_target
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{
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return float4(a, b, 0.0, 0.0);
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}
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[test]
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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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draw quad
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todo(sm<6) probe all rgba (2.1, 2.2, 0.0, 0.0)
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[require]
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shader model >= 6.0
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[pixel shader]
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// Variables with overlapping register(cX) reservations are aliased in SM6.
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float2 a : register(c2);
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float3 b : register(c2);
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float4 main() : sv_target
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{
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return float4(a, b.yz);
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}
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[test]
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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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draw quad
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probe all rgba (2.1, 2.2, 2.2, 2.3)
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% Results differ between SM1 and SM4 because in the latter variables can share the same register,
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% using different writemasks.
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[require]
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shader model < 4.0
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[pixel shader]
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struct
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{
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float2 a;
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float b;
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} apple : register(c2);
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float4 main() : sv_target
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{
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return float4(apple.a, apple.b, 0);
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}
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[test]
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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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draw quad
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todo probe all rgba (2.1, 2.2, 3.1, 0.0)
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[require]
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shader model >= 4.0
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[pixel shader]
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struct
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{
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float2 a;
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float b;
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} apple : register(c2);
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float4 main() : sv_target
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{
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return float4(apple.a, apple.b, 0);
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}
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[test]
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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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draw quad
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todo(sm<6) probe all rgba (2.1, 2.2, 2.3, 0.0)
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[pixel shader]
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// On SM4, register(cX) has no effect unless in the $Globals buffer.
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cbuffer extra
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{
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float a : register(c1);
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};
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float4 main() : sv_target
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{
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return a;
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}
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[test]
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uniform 0 float 100
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uniform 4 float 101
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draw quad
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probe all rgba (100, 100, 100, 100)
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[pixel shader fail(sm>=6)]
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// On SM4 register(cX) has no effect unless in the $Globals buffer.
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float4 main(uniform float a : register(c1)) : sv_target
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{
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return a;
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}
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[test]
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uniform 0 float 100
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uniform 4 float 101
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draw quad
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probe all rgba (100, 100, 100, 100)
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[pixel shader todo]
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cbuffer c
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{
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float a : packoffset(c1);
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float b : packoffset(c2) : register(c1);
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// ^ register(c1) ignored for cbuffer that is not $Globals.
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}
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float4 main() : sv_target
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{
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return float4(a, b, 0, 0);
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}
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[test]
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uniform 0 float 200
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uniform 4 float 201
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uniform 8 float 202
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todo(sm<6) draw quad
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todo(sm<6) probe all rgba (201.0, 202.0, 0.0, 0.0)
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[pixel shader fail(sm<4)]
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int k : register(i0); // register(cX) is also required.
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float4 main() : sv_target
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{
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return k;
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}
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[require]
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% All shader models.
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% In SM1, most variables are needed in the "c" register group, for float operations.
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% If a variable is needed in the "c" register group, register() reservations in other groups can be
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% provided only if a register(cX) reservation is also provided.
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[pixel shader fail(sm<4) todo(sm<4)]
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int k : register(i0);
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// ^^ register(cX) is also required in SM1.
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float4 main() : sv_target
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{
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return k;
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}
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[pixel shader todo]
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int k : register(i0) : register(c1);
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// Shader compiles because a "c" register reservation is provided for "k".
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float4 main() : sv_target
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{
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return k;
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}
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[require]
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shader model >= 3.0
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% model 2.0 doesn't support unrollable loops.
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[pixel shader todo(sm<4)]
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int k : register(i0);
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// ^^ register(cX) is not required since "k" is just needed in the "i" register group.
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float4 main() : sv_target
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{
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float f = 0;
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for (int i = 0; i < k; ++i)
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f += i;
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return f;
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}
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[pixel shader todo]
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int k : register(c0) : register(b0);
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// ^^ unlike the "c" register group, a reservation is not required for the "i" group, even though "k" is needed on it.
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float4 main() : sv_target
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{
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float f = 0;
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for (int i = 0; i < k; ++i)
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f += i;
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return f;
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}
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