[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 all 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); }