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tests: Test packoffset() with resources inside cbuffers.
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Notes:
Alexandre Julliard
2023-04-04 22:35:22 +02:00
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/106
@ -444,3 +444,262 @@ float4 main() : sv_target
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{
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return 0;
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}
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[texture 0]
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size (1, 1)
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0.0 0.0 0.0 4.0
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[pixel shader]
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// Resources are allowed inside constant buffers but they behave as regular resources.
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cbuffer buffer
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{
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float4 a;
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Texture2D tex;
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sampler sam;
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float4 b;
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}
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float4 main() : sv_target
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{
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return a + b + tex.Sample(sam, float2(0, 0));
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}
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 4 float4 0.0 2.0 0.0 0.0
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uniform 8 float4 0.0 0.0 3.0 0.0
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draw quad
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probe all rgba (1.0, 2.0, 0.0, 4.0)
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% packoffset() cannot be used to specify other types of registers
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[pixel shader fail]
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cbuffer buffer
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{
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sampler sam : packoffset(s0);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader fail]
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cbuffer buffer
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{
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Texture2D tex : packoffset(t0);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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[texture 0]
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size (1, 1)
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1.0 1.0 1.0 1.0
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[texture 1]
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size (1, 1)
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2.0 2.0 2.0 2.0
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[pixel shader]
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// packoffset() can be used in Textures, doesn't change the allocated t register.
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cbuffer buffer
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{
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Texture2D tex : packoffset(c1);
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}
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float4 main() : sv_target
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{
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return tex.Load(int3(0, 0, 0));
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}
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[test]
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draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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% Samplers cannot have packoffset(), unless register() is also specified, or they are not used.
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% Note: In SM1 the rules are different: packoffset() is allowed for samplers, but they cannot be
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% used together with other numeric fields, which seems like a bug.
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[pixel shader fail todo]
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Texture2D tex;
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cbuffer buffer
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{
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sampler sam : packoffset(c1);
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}
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float4 main() : sv_target
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{
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return tex.Sample(sam, float2(0, 0));
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}
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[pixel shader todo]
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Texture2D tex;
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cbuffer buffer
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{
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sampler sam : packoffset(c1) : register(s0);
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}
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float4 main() : sv_target
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{
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return tex.Sample(sam, float2(0, 0));
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}
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[pixel shader]
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cbuffer buffer
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{
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sampler sam : packoffset(c1);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader]
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cbuffer buffer
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{
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sampler sam : packoffset(c1);
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float4 a : packoffset(c0);
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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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% When packoffset is used in one field, resources are also expected to have a reservation.
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[pixel shader fail]
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cbuffer buffer
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{
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float4 foo : packoffset(c0);
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Texture2D tex;
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}
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader fail]
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cbuffer buffer
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{
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float4 foo : packoffset(c0);
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sampler sam;
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}
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float4 main() : sv_target
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{
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return 0;
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}
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% register() can be used instead of packoffset().
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[pixel shader todo]
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cbuffer buffer
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{
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float4 foo : packoffset(c0);
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Texture2D tex : register(t1);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader todo]
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cbuffer buffer
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{
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float4 foo : packoffset(c0);
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sampler sam : register(s1);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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% Using register() alone is considered manual packing for resources, so the other fields expect packoffset().
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[pixel shader fail todo]
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cbuffer buffer
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{
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float4 foo;
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Texture2D tex : register(t1);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader fail todo]
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cbuffer buffer
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{
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float4 foo;
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sampler sam : register(s1);
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}
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float4 main() : sv_target
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{
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return 0;
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}
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% Using register() alone is not considered manual packing for non-resources.
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[pixel shader]
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cbuffer buffer
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{
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float4 foo : register(c0);
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Texture2D tex;
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}
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float4 main() : sv_target
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{
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return 0;
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}
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[require]
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shader model >= 5.0
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[texture 0]
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size (1, 1)
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0.0 0.0 0.0 0.5
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[pixel shader todo]
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struct apple
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{
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float2 a;
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Texture2D tex;
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float b;
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};
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cbuffer buffer
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{
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float4 foo : packoffset(c3);
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struct apple bar : packoffset(c1);
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}
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float4 main() : sv_target
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{
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return 10 * foo + float4(bar.a, 0, 0) + float4(0, 0, bar.b, 0) + bar.tex.Load(int3(0, 0, 0));
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}
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[test]
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uniform 0 float4 0.0 1.0 2.0 3.0
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uniform 4 float4 4.0 5.0 6.0 7.0
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uniform 8 float4 8.0 9.0 10.0 11.0
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uniform 12 float4 12.0 13.0 14.0 15.0
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todo draw quad
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todo probe all rgba (124.0, 135.0, 146.0, 150.5)
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