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tests/hlsl: Add tests for SRV structured buffers.
This commit is contained in:
committed by
Henri Verbeet
parent
cc9f4ac587
commit
89d3e667e0
Notes:
Henri Verbeet
2025-04-08 20:55:13 +02:00
Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1428
423
tests/hlsl/srv-structuredbuffer.shader_test
Normal file
423
tests/hlsl/srv-structuredbuffer.shader_test
Normal file
@ -0,0 +1,423 @@
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[require]
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shader model >= 5.0
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[srv 0]
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stride 16
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size (buffer, 4)
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0.0 1.0 2.0 3.0
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4.0 5.0 6.0 7.0
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8.0 9.0 10.0 11.0
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12.0 13.0 14.0 15.0
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[pixel shader todo]
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StructuredBuffer<float4> buffer;
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float4 main() : sv_target
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{
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return buffer[0];
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}
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[test]
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 1.0, 2.0, 3.0)
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% Structured buffers are tightly packed.
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[pixel shader todo]
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uniform uint idx;
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StructuredBuffer<float3> buffer;
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float4 main() : sv_target
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{
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return float4(buffer[idx], 1.0);
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}
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[test]
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uniform 0 uint 0
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 1.0, 2.0, 1.0)
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uniform 0 uint 1
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todo(sm<6) draw quad
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probe (0, 0) rgba(3.0, 4.0, 5.0, 1.0)
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% Also true for structs.
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[pixel shader todo]
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struct banana
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{
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float2 x;
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float y;
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};
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uniform uint idx;
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StructuredBuffer<banana> buffer;
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float4 main() : sv_target
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{
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return float4(buffer[idx].x, buffer[idx].y, idx);
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}
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[test]
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uniform 0 uint 2
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todo(sm<6) draw quad
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probe (0, 0) rgba(6.0, 7.0, 8.0, 2.0)
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uniform 0 uint 3
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todo(sm<6) draw quad
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probe (0, 0) rgba(9.0, 10.0, 11.0, 3.0)
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uniform 0 uint 4
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todo(sm<6) draw quad
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probe (0, 0) rgba(12.0, 13.0, 14.0, 4.0)
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[pixel shader todo]
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struct banana
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{
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float2 x;
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float2 y;
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};
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uniform uint idx;
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StructuredBuffer<banana> buffer;
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float4 main() : sv_target
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{
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return float4(buffer[idx].x, buffer[idx].y);
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}
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[test]
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uniform 0 uint 0
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 1.0, 2.0, 3.0)
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uniform 0 uint 1
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todo(sm<6) draw quad
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probe (0, 0) rgba(4.0, 5.0, 6.0, 7.0)
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% Matrices
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[srv 0]
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stride 64
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size (buffer, 2)
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0.0 1.0 2.0 3.0
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4.0 5.0 6.0 7.0
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8.0 9.0 10.0 11.0
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12.0 13.0 14.0 15.0
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16.0 17.0 18.0 19.0
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20.0 21.0 22.0 23.0
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24.0 25.0 26.0 27.0
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28.0 29.0 30.0 31.0
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[pixel shader todo]
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StructuredBuffer<float4x4> buf;
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uniform uint buf_idx;
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uniform uint row_idx;
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float4 main() : sv_target
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{
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return buf[buf_idx][row_idx];
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}
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[test]
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uniform 0 uint 0
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uniform 1 uint 0
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 4.0, 8.0, 12.0)
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uniform 0 uint 0
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uniform 1 uint 1
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todo(sm<6) draw quad
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probe (0, 0) rgba(1.0, 5.0, 9.0, 13.0)
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uniform 0 uint 1
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uniform 1 uint 0
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todo(sm<6) draw quad
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probe (0, 0) rgba(16.0, 20.0, 24.0, 28.0)
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[pixel shader todo]
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struct container
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{
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row_major float4x4 m;
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};
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StructuredBuffer<container> buf;
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uniform uint buf_idx;
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uniform uint row_idx;
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float4 main() : sv_target
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{
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return buf[buf_idx].m[row_idx];
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}
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[test]
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uniform 0 uint 0
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uniform 1 uint 0
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 1.0, 2.0, 3.0)
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uniform 0 uint 0
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uniform 1 uint 1
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todo(sm<6) draw quad
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probe (0, 0) rgba(4.0, 5.0, 6.0, 7.0)
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uniform 0 uint 1
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uniform 1 uint 0
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todo(sm<6) draw quad
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probe (0, 0) rgba(16.0, 17.0, 18.0, 19.0)
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[pixel shader todo]
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StructuredBuffer<float4x4> buf;
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uniform uint buf_idx;
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float4 main() : sv_target
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{
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return buf[buf_idx]._21_31_11_12;
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}
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[test]
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uniform 0 uint 0
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todo(sm<6) draw quad
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probe (0, 0) rgba(1.0, 2.0, 0.0, 4.0)
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uniform 0 uint 1
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todo(sm<6) draw quad
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probe (0, 0) rgba(17.0, 18.0, 16.0, 20.0)
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[pixel shader todo]
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typedef row_major float4x4 rm_float4x4;
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StructuredBuffer<rm_float4x4> buf;
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uniform uint buf_idx;
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float4 main() : sv_target
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{
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return buf[buf_idx]._21_31_11_12;
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}
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[test]
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uniform 0 uint 0
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todo(sm<6) draw quad
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if(sm<6) probe (0, 0) rgba(4.0, 8.0, 0.0, 1.0)
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if(sm>=6) probe (0, 0) rgba(1.0, 2.0, 0.0, 4.0)
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uniform 0 uint 1
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todo(sm<6) draw quad
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if(sm<6) probe (0, 0) rgba(20.0, 24.0, 16.0, 17.0)
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if(sm>=6) probe (0, 0) rgba(17.0, 18.0, 16.0, 20.0)
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[srv 0]
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stride 24
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size (buffer, 2)
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1.0 2.0
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3.0 4.0
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5.0 6.0
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7.0 8.0
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9.0 10.0
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11.0 12.0
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[pixel shader todo]
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StructuredBuffer<float2x3> buf;
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uniform uint buf_idx;
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uniform uint row_idx;
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float4 main() : sv_target
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{
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return float4(buf[buf_idx][row_idx], 1.0);
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}
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[test]
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uniform 0 uint 0
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uniform 1 uint 0
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todo(sm<6) draw quad
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probe (0, 0) rgba(1.0, 3.0, 5.0, 1.0)
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uniform 0 uint 0
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uniform 1 uint 1
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todo(sm<6) draw quad
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probe (0, 0) rgba(2.0, 4.0, 6.0, 1.0)
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uniform 0 uint 1
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uniform 1 uint 0
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todo(sm<6) draw quad
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probe(0, 0) rgba(7.0, 9.0, 11.0, 1.0)
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[pixel shader todo]
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typedef row_major float2x3 rm_float2x3;
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StructuredBuffer<rm_float2x3> buf;
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uniform uint buf_idx;
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uniform uint row_idx;
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float4 main() : sv_target
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{
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return float4(buf[buf_idx][row_idx], 1.0);
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}
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[test]
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uniform 0 uint 0
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uniform 1 uint 0
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todo(sm<6) draw quad
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if(sm<6) probe (0, 0) rgba(1.0, 2.0, 3.0, 1.0)
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if(sm>=6) probe (0, 0) rgba(1.0, 3.0, 5.0, 1.0)
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uniform 0 uint 0
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uniform 1 uint 1
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todo(sm<6) draw quad
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if(sm<6) probe (0, 0) rgba(4.0, 5.0, 6.0, 1.0)
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if(sm>=6) probe (0, 0) rgba(2.0, 4.0, 6.0, 1.0)
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uniform 0 uint 1
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uniform 1 uint 0
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todo(sm<6) draw quad
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if(sm<6) probe(0, 0) rgba(7.0, 8.0, 9.0, 1.0)
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if(sm>=6) probe(0, 0) rgba(7.0, 9.0, 11.0, 1.0)
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[srv 0]
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stride 20
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size (buffer, 3)
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0.0 1.0 2.0 3.0 4.0
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5.0 6.0 7.0 8.0 9.0
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10.0 11.0 12.0 13.0 14.0
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[pixel shader todo]
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struct banana
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{
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float x[4];
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float y;
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};
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uniform uint buf_idx;
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uniform uint struct_idx;
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StructuredBuffer<banana> buffer;
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float4 main() : sv_target
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{
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return float4(buffer[buf_idx].x[struct_idx], buffer[buf_idx].y, buf_idx, struct_idx);
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}
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[test]
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uniform 0 uint 0
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uniform 1 uint 0
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 4.0, 0.0, 0.0)
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uniform 0 uint 0
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uniform 1 uint 1
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todo(sm<6) draw quad
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probe (0, 0) rgba(1.0, 4.0, 0.0, 1.0)
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uniform 0 uint 1
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uniform 1 uint 0
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todo(sm<6) draw quad
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probe (0, 0) rgba(5.0, 9.0, 1.0, 0.0)
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% Same values as above, but mixed float and int.
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[srv 0]
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stride 20
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size (buffer, 3)
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0.0 1.0 2 3 4
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5.0 6.0 7 8 9
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10.0 11.0 12 13 14
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[pixel shader todo]
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struct banana
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{
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float2 x;
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int3 y;
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};
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uniform uint idx;
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StructuredBuffer<banana> buffer;
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float4 main() : sv_target
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{
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return float4(buffer[idx].x, buffer[idx].y.xy);
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}
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[test]
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uniform 0 uint 0
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 1.0, 2.0, 3.0)
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uniform 0 uint 1
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todo(sm<6) draw quad
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probe (0, 0) rgba(5.0, 6.0, 7.0, 8.0)
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% Nested structs.
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[pixel shader todo]
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struct floats
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{
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float x;
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float y;
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};
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struct ints
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{
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int x;
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int y;
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};
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struct banana
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{
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floats f;
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ints i;
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int padding;
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};
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uniform uint idx;
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StructuredBuffer<banana> buffer;
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float4 main() : sv_target
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{
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return float4(buffer[idx].f.x, buffer[idx].f.y, buffer[idx].i.x, buffer[idx].i.y);
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}
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[test]
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uniform 0 uint 0
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 1.0, 2.0, 3.0)
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uniform 0 uint 1
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todo(sm<6) draw quad
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probe (0, 0) rgba(5.0, 6.0, 7.0, 8.0)
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[pixel shader todo]
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struct apple
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{
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float x;
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float y;
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};
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struct floats
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{
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apple a;
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};
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struct ints
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{
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int x;
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int y;
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};
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struct banana
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{
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floats f;
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ints i;
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int padding;
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};
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uniform uint idx;
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StructuredBuffer<banana> buffer;
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float4 main() : sv_target
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{
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return float4(buffer[idx].f.a.x, buffer[idx].f.a.y, buffer[idx].i.x, buffer[idx].i.y);
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}
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[test]
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uniform 0 uint 0
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todo(sm<6) draw quad
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probe (0, 0) rgba(0.0, 1.0, 2.0, 3.0)
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uniform 0 uint 1
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todo(sm<6) draw quad
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probe (0, 0) rgba(5.0, 6.0, 7.0, 8.0)
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