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tests: Add tests for profile syntax in register reservations.
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parent
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Notes:
Alexandre Julliard
2024-04-22 23:37:43 +02:00
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/793
@ -169,6 +169,7 @@ vkd3d_shader_tests = \
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tests/hlsl/reflect.shader_test \
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tests/hlsl/refract.shader_test \
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tests/hlsl/register-reservations-numeric.shader_test \
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tests/hlsl/register-reservations-profile.shader_test \
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tests/hlsl/register-reservations-resources.shader_test \
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tests/hlsl/return-implicit-conversion.shader_test \
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tests/hlsl/return.shader_test \
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261
tests/hlsl/register-reservations-profile.shader_test
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261
tests/hlsl/register-reservations-profile.shader_test
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@ -0,0 +1,261 @@
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% Tests for register reservations that use the "profile" syntax.
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[require]
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shader model >= 4.0
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[srv 0]
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size (2d, 1, 1)
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0.0 0.0 0.0 99.0
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[srv 1]
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size (2d, 1, 1)
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1.0 1.0 1.0 99.0
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[srv 2]
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size (2d, 1, 1)
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2.0 2.0 2.0 99.0
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[pixel shader todo]
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Texture2D tex1 : register(vs, t1);
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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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% sm6 seems to ignore profile qualifiers entirely.
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if(sm>=6) probe all rgba (1, 1, 1, 99)
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if(sm<6) probe all rgba (0, 0, 0, 99)
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[pixel shader todo]
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Texture2D tex1 : register(cs, t1);
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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 all rgba (1, 1, 1, 99)
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if(sm<6) probe all rgba (0, 0, 0, 99)
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[pixel shader todo]
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Texture2D tex1 : register(ps, t1);
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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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probe all rgba (1, 1, 1, 99)
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[pixel shader fail todo]
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Texture2D tex1 : register(PS, t1);
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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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[pixel shader fail todo]
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Texture2D tex1 : register(qs, t1);
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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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[pixel shader fail]
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Texture2D tex1 : register(ps);
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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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[pixel shader fail(sm<6) todo]
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Texture2D tex1 : register(ps_4, t1);
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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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draw quad
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probe all rgba (1, 1, 1, 99)
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[pixel shader todo]
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Texture2D tex1 : register(ps_4_0, t1);
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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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probe all rgba (1, 1, 1, 99)
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[pixel shader fail]
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Texture2D tex1 : register(ps.4.0, t1);
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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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[pixel shader todo]
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Texture2D tex1 : register(ps_4_1, t1);
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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 all rgba (1, 1, 1, 99)
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if(sm<6) probe all rgba (0, 0, 0, 99)
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[pixel shader todo]
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Texture2D tex1 : register(ps_4_1, t1) : register(ps_4_0, t2);
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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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probe all rgba (2, 2, 2, 99)
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% The documentation explicitly gives this case as an example, implying that a
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% more specific profile takes precedence over a less specific one. It doesn't.
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% If we're not on the specific version, the compiler silently chooses the
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% general case; if we are, the compiler detects a conflict and fails.
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% sm6 is of course different. It seems to detect conflicts if the exact same
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% reservation is given, but if two different reservations are given it instead
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% just picks the last one, without regard to version.
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[pixel shader todo]
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Texture2D tex1 : register(ps, t1) : register(ps_5_0, t2);
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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 all rgba (2, 2, 2, 99)
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if(sm<6) probe all rgba (1, 1, 1, 99)
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[pixel shader fail(sm<6) todo]
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Texture2D tex1 : register(ps, t1) : register(ps_4_0, t2);
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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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draw quad
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probe all rgba (2, 2, 2, 99)
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[pixel shader fail(sm<6) todo]
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Texture2D tex1 : register(ps_4_0, t1) : register(ps, t2);
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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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draw quad
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probe all rgba (2, 2, 2, 99)
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[pixel shader fail(sm<6) todo]
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Texture2D tex1 : register(ps_6_0, t1) : register(ps, t2);
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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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draw quad
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probe all rgba (2, 2, 2, 99)
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[pixel shader fail todo]
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Texture2D tex1 : register(ps_4_0, t1) : register(t2);
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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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[pixel shader fail]
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Texture2D tex1 : register(t1, ps_4_0);
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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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% It's also illegal to specify contradictory register reservations with the
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% *same* profile, even if they aren't the current one.
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[pixel shader fail todo]
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Texture2D tex1 : register(vs_4_0, t1) : register(vs_4_0, t2);
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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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[pixel shader fail todo]
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Texture2D tex1 : register(vs, t1) : register(vs, t2);
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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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% Specifying the same reservation twice is fine, though.
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[pixel shader todo]
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Texture2D tex1 : register(ps, t1) : register(ps, t1);
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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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probe all rgba (1, 1, 1, 99)
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