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vkd3d-shader/hlsl: Use LOGIC_OR instead of BIT_OR in any().
Note that BIT_OR is not available for SM1 bools, so we must prefer LOGIC_OR when possible.
This commit is contained in:
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2621fc9572
commit
53e4d6eedb
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
@ -2728,6 +2728,38 @@ static bool intrinsic_acos(struct hlsl_ctx *ctx,
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return write_acos_or_asin(ctx, params, loc, false);
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return write_acos_or_asin(ctx, params, loc, false);
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}
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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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const struct hlsl_type *type, enum hlsl_base_type base_type)
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{
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return hlsl_get_numeric_type(ctx, type->class, base_type, type->dimx, type->dimy);
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}
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static bool add_combine_components(struct hlsl_ctx *ctx, const struct parse_initializer *params,
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struct hlsl_ir_node *arg, enum hlsl_ir_expr_op op, const struct vkd3d_shader_location *loc)
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{
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struct hlsl_ir_node *res, *load;
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unsigned int i, count;
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count = hlsl_type_component_count(arg->data_type);
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if (!(res = hlsl_add_load_component(ctx, params->instrs, arg, 0, loc)))
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return false;
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for (i = 1; i < count; ++i)
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{
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if (!(load = hlsl_add_load_component(ctx, params->instrs, arg, i, loc)))
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return false;
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if (!(res = hlsl_new_binary_expr(ctx, op, res, load)))
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return NULL;
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hlsl_block_add_instr(params->instrs, res);
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}
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return true;
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}
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static bool intrinsic_all(struct hlsl_ctx *ctx,
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static bool intrinsic_all(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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{
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@ -2757,52 +2789,17 @@ static bool intrinsic_all(struct hlsl_ctx *ctx,
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return !!add_binary_comparison_expr(ctx, params->instrs, HLSL_OP2_NEQUAL, mul, zero, loc);
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return !!add_binary_comparison_expr(ctx, params->instrs, HLSL_OP2_NEQUAL, mul, zero, loc);
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}
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}
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static bool intrinsic_any(struct hlsl_ctx *ctx,
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static bool intrinsic_any(struct hlsl_ctx *ctx, const struct parse_initializer *params,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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const struct vkd3d_shader_location *loc)
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{
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{
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struct hlsl_ir_node *arg = params->args[0], *dot, *or, *zero, *bfalse, *load;
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struct hlsl_ir_node *arg = params->args[0], *cast;
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unsigned int i, count;
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struct hlsl_type *bool_type;
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if (arg->data_type->class != HLSL_CLASS_VECTOR && arg->data_type->class != HLSL_CLASS_SCALAR)
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bool_type = convert_numeric_type(ctx, arg->data_type, HLSL_TYPE_BOOL);
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{
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if (!(cast = add_cast(ctx, params->instrs, arg, bool_type, loc)))
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hlsl_fixme(ctx, loc, "any() implementation for non-vector, non-scalar");
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return false;
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return false;
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}
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if (arg->data_type->base_type == HLSL_TYPE_FLOAT)
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return add_combine_components(ctx, params, cast, HLSL_OP2_LOGIC_OR, loc);
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{
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if (!(zero = hlsl_new_float_constant(ctx, 0.0f, loc)))
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return false;
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hlsl_block_add_instr(params->instrs, zero);
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if (!(dot = add_binary_dot_expr(ctx, params->instrs, arg, arg, loc)))
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return false;
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return !!add_binary_comparison_expr(ctx, params->instrs, HLSL_OP2_NEQUAL, dot, zero, loc);
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}
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else if (arg->data_type->base_type == HLSL_TYPE_BOOL)
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{
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if (!(bfalse = hlsl_new_bool_constant(ctx, false, loc)))
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return false;
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hlsl_block_add_instr(params->instrs, bfalse);
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or = bfalse;
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count = hlsl_type_component_count(arg->data_type);
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for (i = 0; i < count; ++i)
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{
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if (!(load = hlsl_add_load_component(ctx, params->instrs, arg, i, loc)))
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return false;
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if (!(or = add_binary_bitwise_expr(ctx, params->instrs, HLSL_OP2_BIT_OR, or, load, loc)))
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return false;
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}
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return true;
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}
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hlsl_fixme(ctx, loc, "any() implementation for non-float, non-bool");
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return false;
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}
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}
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static bool intrinsic_asin(struct hlsl_ctx *ctx,
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static bool intrinsic_asin(struct hlsl_ctx *ctx,
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@ -2903,15 +2900,6 @@ static bool intrinsic_atan2(struct hlsl_ctx *ctx,
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return write_atan_or_atan2(ctx, params, loc, true);
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return write_atan_or_atan2(ctx, params, loc, true);
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}
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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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const struct hlsl_type *type, enum hlsl_base_type base_type)
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{
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return hlsl_get_numeric_type(ctx, type->class, base_type, type->dimx, type->dimy);
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}
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static bool intrinsic_asfloat(struct hlsl_ctx *ctx,
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static bool intrinsic_asfloat(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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{
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@ -49,7 +49,7 @@ todo(glsl) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform uint4 b;
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uniform uint4 b;
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float4 main() : sv_target
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float4 main() : sv_target
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@ -60,30 +60,30 @@ float4 main() : sv_target
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[test]
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[test]
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if(sm<4) uniform 0 float4 1 1 1 1
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if(sm<4) uniform 0 float4 1 1 1 1
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if(sm>=4) uniform 0 uint4 1 1 1 1
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if(sm>=4) uniform 0 uint4 1 1 1 1
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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, 1.0, 1.0, 1.0)
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 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, 1.0, 1.0, 1.0)
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float4 0 1 0 0
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if(sm<4) uniform 0 float4 0 1 0 0
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if(sm>=4) uniform 0 uint4 0 1 0 0
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if(sm>=4) uniform 0 uint4 0 1 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, 1.0, 1.0, 1.0)
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float4 0 0 1 0
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if(sm<4) uniform 0 float4 0 0 1 0
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if(sm>=4) uniform 0 uint4 0 0 1 0
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if(sm>=4) uniform 0 uint4 0 0 1 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, 1.0, 1.0, 1.0)
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float4 0 0 0 1
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if(sm<4) uniform 0 float4 0 0 0 1
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if(sm>=4) uniform 0 uint4 0 0 0 1
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if(sm>=4) uniform 0 uint4 0 0 0 1
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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, 1.0, 1.0, 1.0)
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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if(sm>=4) uniform 0 uint4 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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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 uint b;
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uniform uint b;
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float4 main() : sv_target
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float4 main() : sv_target
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@ -94,9 +94,9 @@ float4 main() : sv_target
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[test]
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[test]
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 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, 1.0, 1.0, 1.0)
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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if(sm>=4) uniform 0 uint4 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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probe all rgba (0.0, 0.0, 0.0, 0.0)
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