[vertex shader]
void main(float4 pos : position, out float tex : texcoord, out float4 out_pos : sv_position)
{
    tex = pos.x;
    out_pos = pos;
}

[pixel shader todo(sm<4)]
float4 main(float tex : texcoord) : sv_target
{
    int i;
    float x = 0.0;
    [unroll] for (i = 0; i < 10; i++)
    {
        x += i;
        if (tex > 0.5 && i == 5)
            break;
        if (tex > -0.5 && i >= 7)
            continue;
        x -= 1;
    }
    return float4(i, x, 0.0, 0.0);
}

[test]
todo(sm<4 | glsl) draw quad
probe (  0, 0, 159, 480) rgba (10.0, 35.0, 0.0, 0.0)
probe (161, 0, 479, 480) rgba (10.0, 38.0, 0.0, 0.0)
probe (481, 0, 640, 480) rgba ( 5.0, 10.0, 0.0, 0.0)

[require]
shader model >= 4.0

% Identical to the previous, except we prevent DXC from unrolling the
% loop so we can test non-trivial control flow
[pixel shader]
uniform uint iter;

float4 main(float tex : texcoord) : sv_target
{
    int i;
    float x = 0.0;
    for (i = 0; i < iter; i++)
    {
        x += i;
        if (tex > 0.5 && i == 5)
            break;
        if (tex > -0.5 && i >= 7)
            continue;
        x -= 1;
    }
    return float4(i, x, 0.0, 0.0);
}

[test]
uniform 0 uint4 10 0 0 0
todo(glsl) draw quad
probe (  0, 0, 159, 480) rgba (10.0, 35.0, 0.0, 0.0)
probe (161, 0, 479, 480) rgba (10.0, 38.0, 0.0, 0.0)
probe (481, 0, 640, 480) rgba ( 5.0, 10.0, 0.0, 0.0)


[require]
% Reset requirements

[pixel shader todo(sm<4)]
float4 main(float tex : texcoord) : sv_target
{
    int i;
    float x = 0.0;
    [unroll] [attr1] for (i = 0; i < 10; i++)
    {
        x += i;
    }
    return float4(i, x, 0.0, 0.0);
}

[test]
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (10.0, 45.0, 0.0, 0.0)

[pixel shader fail(sm<6)]
float4 main(float tex : texcoord) : sv_target
{
    int i;
    float x = 0.0;
    [unroll] [unroll] for (i = 0; i < 10; i++)
    {
        x += i;
    }
    return float4(i, x, 0.0, 0.0);
}

[pixel shader fail]
float4 main() : sv_target
{
    break;
    return float4(0.0, 0.0, 0.0, 0.0);
}