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tests: Add more tests for early return from the entry point.
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Notes:
Alexandre Julliard
2023-01-31 22:50:33 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/65
@ -102,7 +102,6 @@ vkd3d_shader_tests = \
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tests/hlsl-numeric-types.shader_test \
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tests/hlsl-numthreads.shader_test \
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tests/hlsl-return-implicit-conversion.shader_test \
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tests/hlsl-return-void.shader_test \
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tests/hlsl-shape.shader_test \
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tests/hlsl-single-numeric-initializer.shader_test \
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tests/hlsl-smoothstep.shader_test \
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@ -130,6 +129,7 @@ vkd3d_shader_tests = \
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tests/preproc-invalid.shader_test \
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tests/preproc-macro.shader_test \
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tests/preproc-misc.shader_test \
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tests/return.shader_test \
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tests/round.shader_test \
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tests/sampler.shader_test \
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tests/sampler-offset.shader_test \
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@ -1,11 +0,0 @@
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[pixel shader]
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void main(out float4 ret : sv_target)
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{
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ret = float4(0.1, 0.2, 0.3, 0.4);
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return;
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ret = float4(0.5, 0.6, 0.7, 0.8);
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}
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[test]
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draw quad
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todo probe all rgba (0.1, 0.2, 0.3, 0.4)
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263
tests/return.shader_test
Normal file
263
tests/return.shader_test
Normal file
@ -0,0 +1,263 @@
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% Test early return from the entry point.
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[pixel shader]
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float4 main() : sv_target
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{
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return float4(0.1, 0.2, 0.3, 0.4);
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return float4(0.5, 0.6, 0.7, 0.8);
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}
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[test]
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draw quad
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todo probe all rgba (0.1, 0.2, 0.3, 0.4)
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[pixel shader]
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void main(out float4 ret : sv_target)
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{
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ret = float4(0.1, 0.2, 0.3, 0.4);
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return;
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ret = float4(0.5, 0.6, 0.7, 0.8);
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}
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[test]
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draw quad
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todo probe all rgba (0.1, 0.2, 0.3, 0.4)
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[pixel shader]
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uniform float f;
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float4 main() : sv_target
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{
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if (f < 0.5)
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return float4(0.1, 0.2, 0.3, 0.4);
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return float4(0.5, 0.6, 0.7, 0.8);
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}
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[test]
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uniform 0 float 0.2
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draw quad
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todo probe all rgba (0.1, 0.2, 0.3, 0.4)
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uniform 0 float 0.8
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draw quad
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probe all rgba (0.5, 0.6, 0.7, 0.8)
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[pixel shader]
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uniform float f;
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void main(out float4 ret : sv_target)
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{
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ret = float4(0.1, 0.2, 0.3, 0.4);
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if (f < 0.5)
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{
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ret += 0.1;
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}
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else
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{
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return;
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ret += 0.3;
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}
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ret += 0.1;
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}
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[test]
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uniform 0 float 0.2
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draw quad
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probe all rgba (0.3, 0.4, 0.5, 0.6)
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uniform 0 float 0.8
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draw quad
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todo probe all rgba (0.1, 0.2, 0.3, 0.4)
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[pixel shader]
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uniform float f;
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void main(out float4 ret : sv_target)
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{
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ret = float4(0.1, 0.2, 0.3, 0.4);
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if (f < 0.3)
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{
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return;
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}
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ret += 0.1;
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if (f < 0.7)
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{
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return;
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}
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ret += 0.3;
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}
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[test]
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uniform 0 float 0.1
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draw quad
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todo probe all rgba (0.1, 0.2, 0.3, 0.4) 1
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uniform 0 float 0.5
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draw quad
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todo probe all rgba (0.2, 0.3, 0.4, 0.5) 1
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uniform 0 float 0.9
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draw quad
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probe all rgba (0.5, 0.6, 0.7, 0.8) 1
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[pixel shader]
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uniform float f;
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void main(out float4 ret : sv_target)
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{
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ret = float4(0.1, 0.2, 0.3, 0.4);
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if (f < 0.7)
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{
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if (f < 0.3)
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return;
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ret += 0.1;
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}
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ret += 0.3;
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}
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[test]
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uniform 0 float 0.1
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draw quad
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todo probe all rgba (0.1, 0.2, 0.3, 0.4) 1
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uniform 0 float 0.5
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draw quad
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probe all rgba (0.5, 0.6, 0.7, 0.8) 1
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uniform 0 float 0.9
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draw quad
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probe all rgba (0.4, 0.5, 0.6, 0.7) 1
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[pixel shader todo]
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void main(out float4 ret : sv_target)
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{
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ret = float4(0.1, 0.2, 0.3, 0.4);
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for (;;)
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{
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ret *= 2;
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return;
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ret *= 3;
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}
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ret += 0.1;
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}
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[test]
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todo draw quad
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todo probe all rgba (0.2, 0.4, 0.6, 0.8)
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[pixel shader]
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uniform float f;
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void main(out float4 ret : sv_target)
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{
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int i;
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ret = 0.1;
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for (i = 0; i < 4; ++i)
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{
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if (ret.x > f)
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return;
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ret *= 2;
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}
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ret = 0.9;
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}
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[test]
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uniform 0 float 0.0
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draw quad
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todo probe all rgba (0.1, 0.1, 0.1, 0.1) 1
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uniform 0 float 0.1
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draw quad
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todo probe all rgba (0.2, 0.2, 0.2, 0.2) 1
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uniform 0 float 0.3
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draw quad
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todo probe all rgba (0.4, 0.4, 0.4, 0.4) 1
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uniform 0 float 0.7
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draw quad
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todo probe all rgba (0.8, 0.8, 0.8, 0.8) 1
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uniform 0 float 0.9
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draw quad
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todo probe all rgba (0.9, 0.9, 0.9, 0.9) 1
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[pixel shader todo]
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uniform float f;
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void main(out float4 ret : sv_target)
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{
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if (f < 0.5)
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{
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ret = 0.1;
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for (;;)
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{
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ret *= 2;
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return;
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}
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ret *= 3;
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return;
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}
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else
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{
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ret = 0.4;
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}
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ret = 0.5;
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}
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[test]
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uniform 0 float 0.2
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todo draw quad
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todo probe all rgba (0.2, 0.2, 0.2, 0.2)
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uniform 0 float 0.8
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todo draw quad
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todo probe all rgba (0.5, 0.5, 0.5, 0.5)
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[pixel shader todo]
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uniform float4 f[3];
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void main(out float4 ret : sv_target)
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{
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int i, j;
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ret = 0.1;
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for (i = 0; i < 3; ++i)
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{
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for (j = 0; j < 3; ++j)
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{
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if (ret.x > f[j].x)
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return;
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}
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ret *= 2;
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}
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ret = 0.9;
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}
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[test]
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uniform 0 float4 0.3 0.0 0.0 0.0
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uniform 4 float4 0.0 0.0 0.0 0.0
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uniform 8 float4 0.1 0.0 0.0 0.0
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todo draw quad
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todo probe all rgba (0.1, 0.1, 0.1, 0.1) 1
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uniform 4 float4 0.35 0.0 0.0 0.0
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todo draw quad
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todo probe all rgba (0.2, 0.2, 0.2, 0.2) 1
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uniform 8 float4 0.5 0.0 0.0 0.0
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todo draw quad
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todo probe all rgba (0.4, 0.4, 0.4, 0.4) 1
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo draw quad
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todo probe all rgba (0.4, 0.4, 0.4, 0.4) 1
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uniform 4 float4 2.0 0.0 0.0 0.0
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todo draw quad
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todo probe all rgba (0.9, 0.9, 0.9, 0.9) 1
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