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tests: Run combined-samplers.shader_test on sm1 as well.
Now that we have if() this is easier.
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@ -1,5 +1,4 @@
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[require]
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shader model >= 4.0
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shader model < 6.0
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options: backcompat
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@ -49,7 +48,8 @@ todo(glsl) draw quad
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probe (0, 0) rgba (0, 0, 0, 1)
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% Textures for new separated samplers are allocated before regular textures.
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% On sm4, textures for new separated samplers are allocated before regular textures.
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% On sm1, textures for new combined samplers are allocated before regular samplers.
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[pixel shader]
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Texture2D tex;
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sampler sam;
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@ -61,7 +61,23 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (10, 10, 10, 11)
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if(sm<4) todo probe (0, 0) rgba (1, 1, 1, 11)
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if(sm>=4) probe (0, 0) rgba (10, 10, 10, 11)
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[pixel shader]
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Texture2D tex;
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sampler sam;
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float4 main() : sv_target
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{
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return 10 * tex.Sample(sam, float2(0, 0)) + tex2D(sam, float2(0, 0));
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}
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[test]
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todo(glsl) draw quad
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if(sm<4) todo probe (0, 0) rgba (1, 1, 1, 11)
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if(sm>=4) probe (0, 0) rgba (10, 10, 10, 11)
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[pixel shader todo(sm<4)]
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@ -74,7 +90,7 @@ float4 main() : sv_target
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}
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[test]
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todo(glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (21, 21, 21, 11)
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@ -91,10 +107,11 @@ float4 main() : sv_target
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (12, 12, 12, 111)
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if(sm<4) probe (0, 0) rgba (102, 102, 102, 111)
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if(sm>=4) probe (0, 0) rgba (12, 12, 12, 111)
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[pixel shader]
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[pixel shader notimpl(sm<4)]
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Texture2D tex[2][2];
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sampler sam;
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