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tests: Add more register reservations tests.
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parent
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Notes:
Henri Verbeet
2024-07-08 18:04:49 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/792
@ -277,3 +277,223 @@ float4 main() : sv_target
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f += i;
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return f;
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}
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% Expressions as offsets.
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[require]
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% All shader models.
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[pixel shader]
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// no offset at all, implicitly c0.
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float a : register (c);
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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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[test]
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uniform 0 float 1.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader todo]
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// Numeric expr, no offset in the identifier. DXC ignores this.
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float a : register (c[1 + 1 * 2 * 0]);
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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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[test]
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uniform 0 float 1.0
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uniform 4 float 2.0
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todo(glsl|sm<6) draw quad
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if(sm<6) probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
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if(sm>=6) probe (0, 0) rgba(1.0, 1.0, 1.0, 1.0)
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[pixel shader todo]
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// Numeric expr. DXC also ignores this.
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float a : register (c0[1 + 1 * 2 * 0]);
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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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[test]
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uniform 0 float 0.0
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uniform 4 float 1.0
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todo(glsl|sm<6) draw quad
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if(sm<6) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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if(sm>=6) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo]
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// Float offsets truncate.
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float a : register (c0[0.6 + 0.6]);
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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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[test]
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uniform 0 float 0.0
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uniform 4 float 1.0
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todo(glsl|sm<6) draw quad
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if(sm<6) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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if(sm>=6) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo]
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// Booleans are interpreted as integers in the usual way.
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float a : register (c0[true + false * true]);
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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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[test]
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uniform 0 float 0.0
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uniform 4 float 1.0
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todo(glsl|sm<6) draw quad
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if(sm<6) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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if(sm>=6) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail(sm>=6) todo]
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// Negative offsets. DXC fails to compile this.
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float a : register (c2[-1]);
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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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[test]
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uniform 4 float 1.0
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todo draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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% Weird FXC behavior.
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% SM4 accepts anything for 'b' reservations and discards it silently for global numeric variables.
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[pixel shader fail(sm<4 | sm>=6) todo(sm>=4)]
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float a : register(banana);
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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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[test]
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uniform 0 float 1.0
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todo(glsl | sm>=4 | sm<6) draw quad
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probe (0, 0) rgba(1.0, 1.0, 1.0, 1.0)
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% Testing other reservation types. This is a parse failure, i.e "X3530: register sa not valid"
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[pixel shader fail]
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sampler s : register(samply);
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float4 main() : sv_target
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{
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return tex2D(s, float2(0, 0));
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}
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% This seems to parse fine, but fails with a different error message: "X3530: sampler requires an 's' or 't' register".
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% Resource types probably have extra validation.
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[pixel shader fail]
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sampler s : register(banana);
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float4 main() : sv_target
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{
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return tex2D(s, float2(0, 0));
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}
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% Trailing characters after the reservation index are okay in SM < 6, except for 'b' reservations
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[pixel shader fail(sm>=6)]
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float a : register(c1manymanyletters);
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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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[test]
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uniform 0 float 0.0
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uniform 4 float 2.0
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todo(glsl) draw quad
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probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
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[require]
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shader model >= 4.0
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[pixel shader fail todo]
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cbuffer buf : register(b0manymanyletters)
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{
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float a;
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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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% SM4 fails, but not during parsing: it tries to reserve slot 4294967295 (i.e UINT_MAX) for the constant buffer.
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% It'll attempt to reserve the same slot even if an offset is passed in brackets, which suggests it uses -1
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% as a "parsing failure" flag.
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% DXC fails during parsing.
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[pixel shader fail]
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cbuffer buf : register(banana)
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{
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float a;
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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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% Some versions of fxc's SM5.1 completely ignore bracket exprs for samplers and textures.
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% This was fixed (?) in later versions.
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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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[sampler 1]
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filter point point point
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address clamp clamp clamp
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[srv 0]
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size (2d, 1, 2)
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0.0 0.0 0.0 0.0 1.0 1.0 1.0 1.0
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[srv 1]
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size (2d, 1, 2)
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1.0 1.0 1.0 1.0 2.0 2.0 2.0 2.0
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[require]
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shader model >= 4.0
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[pixel shader todo]
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Texture2D tex : register(t[1]);
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sampler sam : register(s[1]);
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float4 main() : sv_target
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{
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return tex.Sample(sam, float2(0, 0.5));
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}
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[test]
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todo(sm<6) draw quad
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if(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
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if(sm>=6) probe (0, 0) rgba(0.5, 0.5, 0.5, 0.5)
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@ -259,3 +259,33 @@ float4 main() : sv_target
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[test]
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todo(sm<6) draw quad
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probe (0, 0) rgba (1, 1, 1, 99)
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% Bracket exprs should still parse correctly.
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[pixel shader todo]
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Texture2D tex1 : register(ps, t[1]);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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if(sm>=6) probe (0, 0) rgba(0, 0, 0, 99)
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if(sm<6) probe (0, 0) rgba(1, 1, 1, 99)
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% This works, though the bind point is ignored.
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[pixel shader fail(sm>=6) todo(sm<6)]
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float a : register(ps[5], c1);
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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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[test]
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uniform 0 float 1.0
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todo draw quad
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probe (0, 0) rgba(1.0, 1.0, 1.0, 1.0)
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@ -29,6 +29,19 @@ float4 main() : sv_target
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todo(glsl) draw quad
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probe (0, 0) rgba (1, 1, 1, 99)
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% Bracket syntax for registers. Ignored in SM>=6.
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[pixel shader todo]
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Texture2D tex1 : register(t[1], space0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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if(sm>=6) probe (0, 0) rgba (0, 0, 0, 99)
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if(sm<6) probe (0, 0) rgba (1, 1, 1, 99)
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[pixel shader fail(sm>=6)]
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Texture2D tex1 : register(t1, sPaCe0);
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@ -94,6 +107,20 @@ todo(sm<6) draw quad
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if(sm>=6) probe (0,0) rgba (2, 2, 2, 99)
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if(sm<6) probe (0,0) rgba (1, 1, 1, 99)
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% Same as above, but with bracket exprs, which are ignored in SM>=6.
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[pixel shader todo]
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Texture2D tex1 : register(vs, t[1], space0) : register(ps, t[2], space0);
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float4 main() : sv_target
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{
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return tex1.Load(int3(0, 0, 0));
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}
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[test]
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todo(sm<6) draw quad
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if(sm>=6) probe (0, 0) rgba (0, 0, 0, 99)
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if(sm<6) probe (0, 0) rgba (1, 1, 1, 99)
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% This actually inheres to 5.1+; it doesn't matter whether "space" is specified.
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