mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-01-28 13:05:02 -08:00
tests: Remove [require] directives for tests that use int and bool uniforms.
These tests should actually compile and run in SM1, which is possible if we pass the int and uint uniforms in the expected IEEE 754 float format for SM1 shaders. Also, bools should be passed as 1.0f or 0.0f to SM1.
This commit is contained in:
parent
22c47e57f5
commit
6a8939e19f
Notes:
Alexandre Julliard
2024-02-13 23:11:43 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/616
@ -48,10 +48,8 @@ uniform 0 float4 -1.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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[require]
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shader model >= 4.0
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform uint4 b;
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float4 main() : sv_target
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@ -60,26 +58,32 @@ float4 main() : sv_target
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}
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[test]
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uniform 0 uint4 1 1 1 1
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draw quad
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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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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 uint4 1 0 0 0
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draw quad
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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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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 uint4 0 1 0 0
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draw quad
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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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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 uint4 0 0 1 0
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draw quad
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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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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 uint4 0 0 0 1
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draw quad
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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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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 uint4 0 0 0 0
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draw quad
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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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todo(sm<4) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform uint b;
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float4 main() : sv_target
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@ -88,9 +92,11 @@ float4 main() : sv_target
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}
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[test]
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uniform 0 uint4 1 0 0 0
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draw quad
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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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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 uint4 0 0 0 0
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draw quad
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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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todo(sm<4) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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@ -14,11 +14,7 @@ draw quad
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probe all rgba (0.0, 0.0, 1.0, 1.0)
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[require]
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shader model >= 4.0
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float4 x;
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uniform int4 y;
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@ -29,12 +25,13 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 0.0 0.0 2.0 4.0
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uniform 4 int4 0 1 0 10
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draw quad
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if(sm<4) uniform 4 float4 0 1 0 10
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if(sm>=4) uniform 4 int4 0 1 0 10
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todo(sm<4) draw quad
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probe all rgba (0.0, 10.0, 1.0, 11.0)
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform bool4 b;
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float4 main() : sv_target
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@ -43,6 +40,7 @@ float4 main() : sv_target
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}
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[test]
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uniform 0 uint4 0x00000001 0x00000002 0x80000000 0x00000000
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draw quad
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if(sm<4) uniform 0 float4 1.0 1.0 1.0 0.0
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if(sm>=4) uniform 0 uint4 0x00000001 0x00000002 0x80000000 0x00000000
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todo(sm<4) draw quad
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probe all rgba (2.0, 2.0, 2.0, 0.0)
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@ -1,7 +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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[pixel shader todo(sm<4)]
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uniform int i;
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uniform uint u;
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uniform bool b;
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@ -13,15 +10,19 @@ float4 main() : sv_target
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}
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[test]
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uniform 0 int -1
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uniform 1 uint 3
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uniform 2 int -2
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uniform 3 float 0.5
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draw quad
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if(sm<4) uniform 0 float -1
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if(sm<4) uniform 4 float 3
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if(sm<4) uniform 8 float 1
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if(sm<4) uniform 12 float 0.5
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if(sm>=4) uniform 0 int -1
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if(sm>=4) uniform 1 uint 3
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if(sm>=4) uniform 2 int -2
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if(sm>=4) uniform 3 float 0.5
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todo(sm<4) draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.5)
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[pixel shader]
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[pixel shader]
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float4 main() : sv_target
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{
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int i = -1;
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@ -1,7 +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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[pixel shader todo(sm<4)]
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uniform int i;
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uniform uint u;
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uniform bool b;
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@ -13,15 +10,19 @@ float4 main() : sv_target
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}
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[test]
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uniform 0 int -1
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uniform 1 uint 3
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uniform 2 int -2
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uniform 3 float 0.5
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draw quad
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if(sm<4) uniform 0 float -1
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if(sm<4) uniform 4 float 3
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if(sm<4) uniform 8 float 1
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if(sm<4) uniform 12 float 0.5
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if(sm>=4) uniform 0 int -1
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if(sm>=4) uniform 1 uint 3
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if(sm>=4) uniform 2 int -2
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if(sm>=4) uniform 3 float 0.5
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todo(sm<4) draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.5)
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[pixel shader]
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[pixel shader]
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float4 main() : sv_target
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{
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int i = -1;
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@ -1,7 +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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[pixel shader todo(sm<4)]
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uniform float f;
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uniform uint u;
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uniform bool b;
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@ -19,15 +16,19 @@ float4 main() : sv_target
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}
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[test]
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uniform 0 float 2.6
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uniform 1 int -2
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uniform 2 int -2
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uniform 3 float -3.6
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draw quad
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if(sm<4) uniform 0 float 2.6
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if(sm<4) uniform 4 float -2
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if(sm<4) uniform 8 float 1.0
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if(sm<4) uniform 12 float -3.6
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if(sm>=4) uniform 0 float 2.6
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if(sm>=4) uniform 1 int -2
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if(sm>=4) uniform 2 int -2
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if(sm>=4) uniform 3 float -3.6
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todo(sm<4) draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.5)
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[pixel shader]
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[pixel shader]
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float4 main() : sv_target
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{
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float f = 2.6;
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@ -45,4 +46,5 @@ float4 main() : sv_target
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[test]
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draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.5)
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if(sm<4) todo probe all rgba (0.5, 4.2949673e+009, 0.5, 0.5)
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if(sm>=4) probe all rgba (0.5, 0.5, 0.5, 0.5)
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@ -1,6 +1,8 @@
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% On SM1, uints can only be used with known-positive values.
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[require]
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shader model >= 4.0
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[pixel shader]
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uniform float f;
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uniform int i;
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@ -26,8 +28,8 @@ uniform 3 float -3.6
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draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.5)
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[pixel shader]
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[pixel shader]
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float4 main() : sv_target
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{
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float f = 2.6;
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@ -37,10 +37,7 @@ uniform 0 float4 -0.5 6.5 7.5 3.4
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todo(sm<4) draw quad
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probe all rgba (7.0, 8.0, 0.0, 4.0) 4
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[require]
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shader model >= 4.0
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform int4 u;
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float4 main() : sv_target
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@ -52,6 +49,7 @@ float4 main() : sv_target
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}
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[test]
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uniform 0 int4 -1 6 7 3
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draw quad
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if(sm<4) uniform 0 float4 -1 6 7 3
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if(sm>=4) uniform 0 int4 -1 6 7 3
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todo(sm<4) draw quad
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probe all rgba (6.0, 7.0, -1.0, 3.0) 4
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@ -37,10 +37,8 @@ uniform 0 float4 -0.5 6.5 7.5 3.4
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todo(sm<4) draw quad
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probe all rgba (6.0, 7.0, -1.0, 3.0) 4
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[require]
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shader model >= 4.0
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform int4 u;
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float4 main() : sv_target
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@ -52,6 +50,7 @@ float4 main() : sv_target
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}
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[test]
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uniform 0 int4 -1 6 7 3
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draw quad
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if(sm<4) uniform 0 float4 -1 6 7 3
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if(sm>=4) uniform 0 int4 -1 6 7 3
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todo(sm<4) draw quad
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probe all rgba (6.0, 7.0, -1.0, 3.0) 4
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@ -69,8 +69,6 @@ uniform 0 float4 -1.9 -1.0 2.9 4.0
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todo draw quad
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probe all rgba (-1.0, -1.0, 2.0, 4.0)
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[require]
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shader model >= 4.0
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[pixel shader todo]
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uniform int4 i;
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@ -88,6 +86,7 @@ float4 main() : sv_target
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}
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[test]
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uniform 0 int4 -2 0 1 -3000000
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if(sm<4) uniform 0 float4 -2 0 1 -3000000
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if(sm>=4) uniform 0 int4 -2 0 1 -3000000
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todo(sm<6) draw quad
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probe all rgba (-1.0, 0.0, 1.0, -3000000.0)
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probe all rgba (-1.0, 0.0, 1.0, -3000000.0) 4
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@ -13,10 +13,8 @@ uniform 4 float4 0.0 -10.0 10.0 100.0
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draw quad
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probe all rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2
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[require]
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shader model >= 4.0
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform int4 x;
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uniform int4 y;
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@ -26,9 +24,11 @@ float4 main() : SV_TARGET
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}
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[test]
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uniform 0 int4 2 3 4 5
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uniform 4 int4 0 -10 10 100
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draw quad
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if(sm<4) uniform 0 float4 2 3 4 5
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if(sm<4) uniform 4 float4 0 -10 10 100
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if(sm>=4) uniform 0 int4 2 3 4 5
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if(sm>=4) uniform 4 int4 0 -10 10 100
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todo(sm<4) draw quad
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probe all rgba (2.0, 0.00292968750, 4096.0, 6.33825300e+030) 2
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@ -15,10 +15,8 @@ uniform 8 float4 0.0 1.0 -1.0 0.75
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draw quad
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probe all rgba (2.0, -10.0, -2.0, 76.25)
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[require]
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shader model >= 4.0
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform int4 x;
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uniform int4 y;
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uniform int4 s;
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@ -29,10 +27,13 @@ float4 main() : SV_TARGET
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}
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[test]
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uniform 0 int4 2 3 4 0
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uniform 4 int4 0 -10 10 1000000
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uniform 8 int4 0 1 -1 1000000
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draw quad
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if(sm<4) uniform 0 float4 2 3 4 0
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if(sm<4) uniform 4 float4 0 -10 10 1000000
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if(sm<4) uniform 8 float4 0 1 -1 1000000
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if(sm>=4) uniform 0 int4 2 3 4 0
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if(sm>=4) uniform 4 int4 0 -10 10 1000000
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if(sm>=4) uniform 8 int4 0 1 -1 1000000
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todo(sm<4) draw quad
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probe all rgba (2.0, -10.0, -2.0, 1e12)
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@ -17,6 +17,7 @@ uniform 0 float4 0.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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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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uniform float4 f;
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@ -30,6 +31,7 @@ uniform 0 float4 1.0 2.0 3.0 4.0
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todo(sm<4) draw quad
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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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uniform float2x2 f;
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@ -44,9 +46,6 @@ uniform 4 float4 3.0 4.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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[require]
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% SM1-3 doesn't support integral types
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shader model >= 4.0
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[pixel shader todo(sm<4)]
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uniform int f;
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@ -57,16 +56,20 @@ float4 main() : sv_target
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}
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[test]
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uniform 0 int4 1 0 0 0
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draw quad
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 int4 1 0 0 0
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todo(sm<4) draw quad
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probe all rgba (1, 1, 1, 1)
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uniform 0 int4 -1 0 0 0
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draw quad
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if(sm<4) uniform 0 float4 -1 0 0 0
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if(sm>=4) uniform 0 int4 -1 0 0 0
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todo(sm<4) draw quad
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probe all rgba (-1, -1, -1, -1)
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uniform 0 int4 0 0 0 0
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draw quad
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 int4 0 0 0 0
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todo(sm<4) draw quad
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probe all rgba (0, 0, 0, 0)
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[pixel shader todo(sm<4)]
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uniform int4 f;
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@ -76,10 +79,12 @@ float4 main() : sv_target
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}
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[test]
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uniform 0 int4 1 2 3 4
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draw quad
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if(sm<4) uniform 0 float4 1 2 3 4
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if(sm>=4) uniform 0 int4 1 2 3 4
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todo(sm<4) draw quad
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probe all rgba (1, 1, 1, 1)
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[pixel shader todo(sm<4)]
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uniform int2x2 f;
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@ -89,7 +94,9 @@ float4 main() : sv_target
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}
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[test]
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uniform 0 int4 1 2 0 0
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uniform 4 int4 3 4 0 0
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draw quad
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if(sm<4) uniform 0 float4 1 2 0 0
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if(sm<4) uniform 4 float4 3 4 0 0
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if(sm>=4) uniform 0 int4 1 2 0 0
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if(sm>=4) uniform 4 int4 3 4 0 0
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todo(sm<4) draw quad
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probe all rgba (1, 1, 1, 1)
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@ -1,7 +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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[pixel shader todo(sm<4)]
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uint4 v;
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float4 main() : sv_target
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@ -18,18 +15,22 @@ float4 main() : sv_target
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}
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[test]
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uniform 0 uint4 3 0 0 0
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draw quad
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if(sm<4) uniform 0 float4 3 0 0 0
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if(sm>=4) uniform 0 uint4 3 0 0 0
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todo(sm<4) draw quad
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probe all rgba (5.0, 5.0, 5.0, 5.0)
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uniform 0 uint4 1 0 0 0
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draw quad
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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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todo(sm<4) draw quad
|
||||
probe all rgba (4.0, 4.0, 4.0, 4.0)
|
||||
uniform 0 uint4 0 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 0 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 0 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (3.0, 3.0, 3.0, 3.0)
|
||||
|
||||
|
||||
% just a default case
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uint4 v;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -42,16 +43,20 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 3 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 3 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 3 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (5.0, 5.0, 5.0, 5.0)
|
||||
uniform 0 uint4 1 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 1 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 1 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (5.0, 5.0, 5.0, 5.0)
|
||||
uniform 0 uint4 0 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 0 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 0 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (5.0, 5.0, 5.0, 5.0)
|
||||
|
||||
|
||||
% completely empty
|
||||
[pixel shader fail]
|
||||
uint4 v;
|
||||
@ -63,8 +68,9 @@ float4 main() : sv_target
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
% falling through is only supported for empty case statements
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uint4 v;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -83,18 +89,22 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 2 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 2 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 2 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
uniform 0 uint4 1 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 1 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 1 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.1, 2.0, 3.0, 4.0)
|
||||
uniform 0 uint4 0 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 0 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 0 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.1, 2.0, 3.0, 4.0)
|
||||
|
||||
|
||||
% case value evaluation
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uint4 v;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -115,15 +125,18 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 2 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 2 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 2 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.1, 2.1, 3.1, 4.1)
|
||||
uniform 0 uint4 1 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 1 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 1 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
|
||||
|
||||
% floats are accepted
|
||||
[pixel shader fail(sm>=6)]
|
||||
[pixel shader fail(sm>=6) todo(sm<4)]
|
||||
uint4 v;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -144,14 +157,16 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 2 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 2 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 2 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.1, 2.1, 3.1, 4.1)
|
||||
uniform 0 uint4 1 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 1 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 1 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
|
||||
[pixel shader fail(sm>=6)]
|
||||
[pixel shader fail(sm<4 | sm>=6) todo(sm<4)]
|
||||
float4 v;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -173,10 +188,10 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 2.0 0.0 0.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.1, 2.1, 3.1, 4.1)
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
|
||||
[pixel shader fail]
|
||||
@ -347,7 +362,7 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
% more complicated breaks
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uint4 v;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -373,18 +388,21 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 2 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 2 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 2 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.1, 2.1, 3.1, 4.1)
|
||||
uniform 0 uint4 1 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 1 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 1 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.2, 2.2, 3.2, 4.2)
|
||||
uniform 0 uint4 0 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 0 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 0 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
|
||||
% switch breaks within a loop
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uint4 v;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -411,12 +429,14 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 2 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 2 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 2 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (5.0, 6.0, 7.0, 8.0)
|
||||
|
||||
|
||||
% default case placement
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uint4 v;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -442,17 +462,21 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 0 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 0 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 0 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (4.0, 5.0, 6.0, 7.0)
|
||||
uniform 0 uint4 2 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 2 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 2 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (2.0, 3.0, 4.0, 5.0)
|
||||
uniform 0 uint4 3 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 3 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 3 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (4.0, 5.0, 6.0, 7.0)
|
||||
|
||||
[pixel shader]
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
uint4 v;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -479,14 +503,17 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 3 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 3 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 3 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
uniform 0 uint4 0 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 0 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 0 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (4.0, 5.0, 6.0, 7.0)
|
||||
uniform 0 uint4 5 0 0 0
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 5 0 0 0
|
||||
if(sm>=4) uniform 0 uint4 5 0 0 0
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
|
||||
% 'continue' is not supported in switches
|
||||
@ -515,7 +542,7 @@ float4 main() : sv_target
|
||||
return c;
|
||||
}
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader fail(sm<4) todo(sm<4)]
|
||||
uint4 v;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -545,15 +572,17 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 1 0 3 1
|
||||
if(sm<4) uniform 0 float4 1 0 3 1
|
||||
if(sm>=4) uniform 0 uint4 1 0 3 1
|
||||
draw quad
|
||||
probe all rgba (10.0, 11.0, 12.0, 13.0)
|
||||
uniform 0 uint4 0 0 3 1
|
||||
if(sm<4) uniform 0 float4 0 0 3 1
|
||||
if(sm>=4) uniform 0 uint4 0 0 3 1
|
||||
draw quad
|
||||
probe all rgba (7.0, 8.0, 9.0, 10.0)
|
||||
|
||||
% return from a switch nested in a loop
|
||||
[pixel shader]
|
||||
[pixel shader fail(sm<4) todo(sm<4)]
|
||||
uint4 v;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -579,9 +608,11 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 0 0 3 1
|
||||
if(sm<4) uniform 0 float4 0 0 3 1
|
||||
if(sm>=4) uniform 0 uint4 0 0 3 1
|
||||
draw quad
|
||||
probe all rgba (304.0, 305.0, 306.0, 307.0)
|
||||
uniform 0 uint4 1 0 3 1
|
||||
if(sm<4) uniform 0 float4 1 0 3 1
|
||||
if(sm>=4) uniform 0 uint4 1 0 3 1
|
||||
draw quad
|
||||
probe all rgba (3.0, 4.0, 5.0, 6.0)
|
||||
|
@ -30,10 +30,8 @@ uniform 0 float4 -0.5 6.5 7.5 3.4
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (6.0, 7.0, 0.0, 3.0)
|
||||
|
||||
[require]
|
||||
shader model >= 4.0
|
||||
|
||||
[pixel shader]
|
||||
[pixel shader todo(sm<4)]
|
||||
uniform int4 u;
|
||||
|
||||
float4 main() : sv_target
|
||||
@ -45,6 +43,7 @@ float4 main() : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
uniform 0 int4 -1 6 7 3
|
||||
draw quad
|
||||
if(sm<4) uniform 0 float4 -1 6 7 3
|
||||
if(sm>=4) uniform 0 int4 -1 6 7 3
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (6.0, 7.0, -1.0, 3.0)
|
||||
|
Loading…
x
Reference in New Issue
Block a user