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vkd3d-shader/hlsl: Implement the f32tof16() intrinsic.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
parent
f54797bae5
commit
cf3e251a9f
Notes:
Henri Verbeet
2024-10-22 20:54:54 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1200
@ -121,6 +121,7 @@ vkd3d_shader_tests = \
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tests/hlsl/exp.shader_test \
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tests/hlsl/expr-indexing.shader_test \
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tests/hlsl/f16tof32.shader_test \
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tests/hlsl/f32tof16.shader_test \
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tests/hlsl/faceforward.shader_test \
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tests/hlsl/ffp-point-size.shader_test \
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tests/hlsl/float-comparison.shader_test \
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@ -3164,6 +3164,7 @@ const char *debug_hlsl_expr_op(enum hlsl_ir_expr_op op)
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[HLSL_OP1_DSY_FINE] = "dsy_fine",
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[HLSL_OP1_EXP2] = "exp2",
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[HLSL_OP1_F16TOF32] = "f16tof32",
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[HLSL_OP1_F32TOF16] = "f32tof16",
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[HLSL_OP1_FLOOR] = "floor",
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[HLSL_OP1_FRACT] = "fract",
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[HLSL_OP1_LOG2] = "log2",
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@ -693,6 +693,7 @@ enum hlsl_ir_expr_op
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HLSL_OP1_DSY_FINE,
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HLSL_OP1_EXP2,
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HLSL_OP1_F16TOF32,
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HLSL_OP1_F32TOF16,
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HLSL_OP1_FLOOR,
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HLSL_OP1_FRACT,
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HLSL_OP1_LOG2,
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@ -4024,6 +4024,21 @@ static bool intrinsic_f16tof32(struct hlsl_ctx *ctx,
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return add_expr(ctx, params->instrs, HLSL_OP1_F16TOF32, operands, type, loc);
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}
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static bool intrinsic_f32tof16(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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struct hlsl_ir_node *operands[HLSL_MAX_OPERANDS] = {0};
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struct hlsl_type *type;
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if (!elementwise_intrinsic_float_convert_args(ctx, params, loc))
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return false;
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type = convert_numeric_type(ctx, params->args[0]->data_type, HLSL_TYPE_UINT);
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operands[0] = params->args[0];
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return add_expr(ctx, params->instrs, HLSL_OP1_F32TOF16, operands, type, loc);
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}
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static bool intrinsic_floor(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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@ -5199,6 +5214,7 @@ intrinsic_functions[] =
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{"exp", 1, true, intrinsic_exp},
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{"exp2", 1, true, intrinsic_exp2},
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{"f16tof32", 1, true, intrinsic_f16tof32},
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{"f32tof16", 1, true, intrinsic_f32tof16},
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{"faceforward", 3, true, intrinsic_faceforward},
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{"floor", 1, true, intrinsic_floor},
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{"fmod", 2, true, intrinsic_fmod},
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@ -7859,6 +7859,78 @@ static bool lower_f16tof32(struct hlsl_ctx *ctx, struct hlsl_ir_node *node, stru
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return true;
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}
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static bool lower_f32tof16(struct hlsl_ctx *ctx, struct hlsl_ir_node *node, struct hlsl_block *block)
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{
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struct hlsl_ir_node *call, *rhs, *store;
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struct hlsl_ir_function_decl *func;
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unsigned int component_count;
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struct hlsl_ir_load *load;
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struct hlsl_ir_expr *expr;
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struct hlsl_ir_var *lhs;
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char *body;
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static const char template[] =
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"typedef uint%u uintX;\n"
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"uintX soft_f32tof16(float%u x)\n"
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"{\n"
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" uintX v = asuint(x);\n"
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" uintX v_abs = v & 0x7fffffff;\n"
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" uintX sign_bit = (v >> 16) & 0x8000;\n"
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" uintX exp = (v >> 23) & 0xff;\n"
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" uintX mantissa = v & 0x7fffff;\n"
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" uintX nan16;\n"
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" uintX nan = (v & 0x7f800000) == 0x7f800000;\n"
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" uintX val;\n"
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"\n"
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" val = 113 - exp;\n"
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" val = (mantissa + 0x800000) >> val;\n"
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" val >>= 13;\n"
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"\n"
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" val = (exp - 127) < -38 ? 0 : val;\n"
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"\n"
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" val = v_abs < 0x38800000 ? val : (v_abs + 0xc8000000) >> 13;\n"
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" val = v_abs > 0x47ffe000 ? 0x7bff : val;\n"
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"\n"
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" nan16 = (((v >> 13) | (v >> 3) | v) & 0x3ff) + 0x7c00;\n"
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" val = nan ? nan16 : val;\n"
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"\n"
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" return (val & 0x7fff) + sign_bit;\n"
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"}\n";
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if (node->type != HLSL_IR_EXPR)
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return false;
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expr = hlsl_ir_expr(node);
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if (expr->op != HLSL_OP1_F32TOF16)
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return false;
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rhs = expr->operands[0].node;
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component_count = hlsl_type_component_count(rhs->data_type);
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if (!(body = hlsl_sprintf_alloc(ctx, template, component_count, component_count)))
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return false;
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if (!(func = hlsl_compile_internal_function(ctx, "soft_f32tof16", body)))
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return false;
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lhs = func->parameters.vars[0];
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if (!(store = hlsl_new_simple_store(ctx, lhs, rhs)))
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return false;
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hlsl_block_add_instr(block, store);
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if (!(call = hlsl_new_call(ctx, func, &node->loc)))
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return false;
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hlsl_block_add_instr(block, call);
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if (!(load = hlsl_new_var_load(ctx, func->return_var, &node->loc)))
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return false;
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hlsl_block_add_instr(block, &load->node);
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return true;
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}
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static void process_entry_function(struct hlsl_ctx *ctx,
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const struct hlsl_block *global_uniform_block, struct hlsl_ir_function_decl *entry_func)
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{
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@ -7887,7 +7959,10 @@ static void process_entry_function(struct hlsl_ctx *ctx,
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return;
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if (hlsl_version_ge(ctx, 4, 0) && hlsl_version_lt(ctx, 5, 0))
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{
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lower_ir(ctx, lower_f16tof32, body);
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lower_ir(ctx, lower_f32tof16, body);
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}
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lower_return(ctx, entry_func, body, false);
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@ -5693,6 +5693,12 @@ static void write_sm4_expr(const struct tpf_compiler *tpf, const struct hlsl_ir_
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write_sm4_unary_op(tpf, VKD3D_SM5_OP_F16TOF32, &expr->node, arg1, 0);
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break;
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case HLSL_OP1_F32TOF16:
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VKD3D_ASSERT(dst_type->e.numeric.type == HLSL_TYPE_UINT);
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VKD3D_ASSERT(hlsl_version_ge(tpf->ctx, 5, 0));
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write_sm4_unary_op(tpf, VKD3D_SM5_OP_F32TOF16, &expr->node, arg1, 0);
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break;
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case HLSL_OP1_FLOOR:
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VKD3D_ASSERT(type_is_float(dst_type));
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write_sm4_unary_op(tpf, VKD3D_SM4_OP_ROUND_NI, &expr->node, arg1, 0);
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87
tests/hlsl/f32tof16.shader_test
Normal file
87
tests/hlsl/f32tof16.shader_test
Normal file
@ -0,0 +1,87 @@
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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 a;
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uint4 main() : sv_target
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{
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return f32tof16(a);
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}
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[test]
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uniform 0 float 42.0
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draw quad
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probe (0, 0) rgbaui (0x5140, 0x5140, 0x5140, 0x5140)
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% zero
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uniform 0 float 0.0
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draw quad
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probe (0, 0) rgbaui (0x0, 0x0, 0x0, 0x0)
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% negative zero
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uniform 0 uint 0x8000
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draw quad
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probe (0, 0) rgba(-0.0, -0.0, -0.0, -0.0)
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% subnormal number
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uniform 0 float 5.9604645e-08
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draw quad
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probe (0, 0) rgbaui (0x1, 0x1, 0x1, 0x1)
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% subnormal number
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uniform 0 float 1.1920929e-07
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draw quad
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probe (0, 0) rgbaui (0x2, 0x2, 0x2, 0x2)
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% subnormal number
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uniform 0 float 2.3841858e-07
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draw quad
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probe (0, 0) rgbaui (0x4, 0x4, 0x4, 0x4)
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% subnormal number
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uniform 0 float 4.7683716e-07
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draw quad
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probe (0, 0) rgbaui (0x8, 0x8, 0x8, 0x8)
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% subnormal number
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uniform 0 float 9.536743e-07
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draw quad
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probe (0, 0) rgbaui (0x10, 0x10, 0x10, 0x10)
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% subnormal number
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uniform 0 float 1.9073486e-06
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draw quad
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probe (0, 0) rgbaui (0x20, 0x20, 0x20, 0x20)
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% subnormal number
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uniform 0 float 3.8146973e-06
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draw quad
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probe (0, 0) rgbaui (0x40, 0x40, 0x40, 0x40)
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% subnormal number
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uniform 0 float 7.6293945e-06
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draw quad
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probe (0, 0) rgbaui (0x80, 0x80, 0x80, 0x80)
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% subnormal number
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uniform 0 float 1.5258789e-05
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draw quad
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probe (0, 0) rgbaui (0x100, 0x100, 0x100, 0x100)
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% subnormal number
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uniform 0 float 3.0517578e-05
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draw quad
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probe (0, 0) rgbaui (0x200, 0x200, 0x200, 0x200)
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% I'd love to use rgba probes here but msvc doesn't scanf infinity :(
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% positive infinity
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uniform 0 uint 0x7f800000
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draw quad
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probe (0, 0) rgbaui (0x7c00, 0x7c00, 0x7c00, 0x7c00)
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% negative infinity
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uniform 0 uint 0xff800000
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draw quad
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probe (0, 0) rgbaui (0xfc00, 0xfc00, 0xfc00, 0xfc00)
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