% Test early return from a user-defined function. [pixel shader] float func(out float o) { o = 0.1; return 0.2; o = 0.3; return 0.4; } void func2(out float o) { o = 0.5; return; o = 0.6; } float4 main() : sv_target { float4 ret; ret.z = 0.7; ret.x = func(ret.y); func2(ret.w); ret.z = 0.8; return ret; } [test] todo(glsl) draw quad probe all rgba (0.2, 0.1, 0.8, 0.5); [pixel shader todo(sm<4)] uniform float f; float func(out float o) { o = 0.1; if (f < 0.3) { return 0.2; o = 0.3; } else if (f < 0.7) { o = 0.4; return 0.5; } o = 0.6; return 0.7; } float func2(out float o) { o = 0.1; if (f < 0.5) { o = 0.2; } else { o = 0.4; return 0.3; } return 0.5; } float4 main() : sv_target { float4 ret; ret.x = func(ret.y); ret.z = func2(ret.w); ret += 0.1; return ret; } [test] uniform 0 float 0.1 todo(sm<4 | glsl) draw quad probe all rgba (0.3, 0.2, 0.6, 0.3) 1 uniform 0 float 0.4 todo(sm<4 | glsl) draw quad probe all rgba (0.6, 0.5, 0.6, 0.3) 1 uniform 0 float 0.6 todo(sm<4 | glsl) draw quad probe all rgba (0.6, 0.5, 0.4, 0.5) 1 uniform 0 float 0.8 todo(sm<4 | glsl) draw quad probe all rgba (0.8, 0.7, 0.4, 0.5) 1 [pixel shader todo(sm<4)] uniform float f; float func(out float o) { o = 0.1; if (f < 0.3) { return 0.2; } o += 0.3; if (f < 0.7) { return 0.5; } o += 0.5; return 1.0; } float func2(out float o) { o = 0.1; if (f < 0.7) { if (f < 0.3) return 0.2; o += 0.3; } o += 0.5; return 1.0; } float4 main() : sv_target { float4 ret; ret.x = func(ret.y); ret.z = func2(ret.w); return ret; } [test] uniform 0 float 0.1 todo(sm<4 | glsl) draw quad probe all rgba (0.2, 0.1, 0.2, 0.1) 1 uniform 0 float 0.5 todo(sm<4 | glsl) draw quad probe all rgba (0.5, 0.4, 1.0, 0.9) 1 uniform 0 float 0.9 todo(sm<4 | glsl) draw quad probe all rgba (1.0, 0.9, 1.0, 0.6) 1 [pixel shader todo(sm<4)] float func(out float o) { o = 0.1; for (;;) { o *= 2; return 0.3; o *= 3; } o = 0; return 0.4; } float func2(out float o) { o = 0.1; for (;;) { if (o > 0.5) return 0.2; o *= 2; } o = 0; return 0.3; } float4 main() : sv_target { float4 ret; ret.x = func(ret.y); ret.z = func2(ret.w); ret += 0.1; return ret; } [test] todo(sm<4 | glsl) draw quad probe all rgba (0.4, 0.3, 0.3, 0.9) 1 [pixel shader todo(sm<4)] uniform float f; float func(out float o) { int i; o = 0.1; for (i = 0; i < 4; ++i) { if (o > f) return 0.2; o *= 2; } o = 0; return 0.3; } float func2(out float o) { if (f < 0.5) { o = 0.1; for (;;) { o *= 2; return 0.2; } o *= 3; return 0.3; } else { o = 0.4; } o = 0.5; return 0.6; } float4 main() : sv_target { float4 ret; ret.x = func(ret.y); ret.z = func2(ret.w); ret += 0.1; return ret; } [test] uniform 0 float 0.0 todo(sm<4 | glsl) draw quad probe all rgba (0.3, 0.2, 0.3, 0.3) 1 uniform 0 float 0.1 todo(sm<4 | glsl) draw quad probe all rgba (0.3, 0.3, 0.3, 0.3) 1 uniform 0 float 0.3 todo(sm<4 | glsl) draw quad probe all rgba (0.3, 0.5, 0.3, 0.3) 1 uniform 0 float 0.7 todo(sm<4 | glsl) draw quad probe all rgba (0.3, 0.9, 0.7, 0.6) 1 uniform 0 float 0.9 todo(sm<4 | glsl) draw quad probe all rgba (0.4, 0.1, 0.7, 0.6) 1 [pixel shader todo(sm<4)] uniform float4 f[3]; float func(out float o) { int i, j; o = 0.1; for (i = 0; i < 3; ++i) { for (j = 0; j < 3; ++j) { if (o > f[j].x) return 0.2; } o *= 2; } o = 0; return 0.3; } float4 main() : sv_target { float4 ret; ret.x = func(ret.y); ret.zw = 0.5; ret += 0.1; return ret; } [test] uniform 0 float4 0.3 0.0 0.0 0.0 uniform 4 float4 0.0 0.0 0.0 0.0 uniform 8 float4 0.1 0.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe all rgba (0.3, 0.2, 0.6, 0.6) 1 uniform 4 float4 0.35 0.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe all rgba (0.3, 0.3, 0.6, 0.6) 1 uniform 8 float4 0.5 0.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe all rgba (0.3, 0.5, 0.6, 0.6) 1 uniform 0 float4 1.0 0.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe all rgba (0.3, 0.5, 0.6, 0.6) 1 uniform 4 float4 2.0 0.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe all rgba (0.4, 0.1, 0.6, 0.6) 1