% 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]
draw quad
probe (0, 0) 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) draw quad
probe (0, 0) rgba (0.3, 0.2, 0.6, 0.3) 1
uniform 0 float 0.4
todo(sm<4) draw quad
probe (0, 0) rgba (0.6, 0.5, 0.6, 0.3) 1
uniform 0 float 0.6
todo(sm<4) draw quad
probe (0, 0) rgba (0.6, 0.5, 0.4, 0.5) 1
uniform 0 float 0.8
todo(sm<4) draw quad
probe (0, 0) 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) draw quad
probe (0, 0) rgba (0.2, 0.1, 0.2, 0.1) 1
uniform 0 float 0.5
todo(sm<4) draw quad
probe (0, 0) rgba (0.5, 0.4, 1.0, 0.9) 1
uniform 0 float 0.9
todo(sm<4) draw quad
probe (0, 0) rgba (1.0, 0.9, 1.0, 0.6) 1

[pixel shader]
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]
draw quad
probe (0, 0) 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 (0, 0) rgba (0.3, 0.2, 0.3, 0.3) 1

uniform 0 float 0.1
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.3, 0.3, 0.3, 0.3) 1

uniform 0 float 0.3
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.3, 0.5, 0.3, 0.3) 1

uniform 0 float 0.7
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.3, 0.9, 0.7, 0.6) 1

uniform 0 float 0.9
todo(sm<4 | glsl) draw quad
probe (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) 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 (0, 0) rgba (0.4, 0.1, 0.6, 0.6) 1