mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
f03cb7e911
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
625 lines
8.9 KiB
Plaintext
625 lines
8.9 KiB
Plaintext
[pixel shader fail(sm<6)]
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sampler s
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{
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foo = float;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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sampler s = sampler_state
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{
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foo = float;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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sampler s
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{
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2 = 3;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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sampler s
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{
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2;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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sampler s
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{
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foo;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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sampler s
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{
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foo = bar
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail]
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sampler s {}
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail]
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float f {} = 1;
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail]
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float f = 1 {};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail]
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sampler s = sampler_state;
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail]
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float f {} : register(c1);
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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float f
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{
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foo = (sampler)2;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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float f
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{
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foo = (faketype)2;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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float f
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{
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foo = (sampler)bar;
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail(sm<6)]
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float f
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{
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foo = bar();
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};
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader]
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float u : register(c1) {};
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float4 main() : sv_target
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{
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float zero = 0;
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float a {};
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float b
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{
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foo = bar;
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foo = bar;
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foo = (int)2;
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foo = (int)bar;
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foo = float4(bar, baz, qux, xyzzy);
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foo = zero++;
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};
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float c {}, d = 1, e;
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struct {int a;} s {foo = bar;};
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return float4(0, 1, zero, 1);
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (0, 1, 0, 1)
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% Arbitrary names are allowed in the lhs of state block entries.
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[pixel shader]
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sampler sam
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{
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Foobar = 3;
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};
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float4 main() : sv_target { return 0; }
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% Undefined identifiers are allowed in state blocks.
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[pixel shader]
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sampler sam
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{
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Filter = arbitrary_identifier;
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};
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float4 main() : sv_target { return 0; }
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% State blocks can be empty
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[pixel shader]
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sampler sams[2]
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{
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{
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},
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{
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}
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};
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float4 main() : sv_target { return 0; }
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% Multiple state blocks for array variables, as a list, are a thing.
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[pixel shader]
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sampler sams[2]
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{
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{
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Filter = ANISOTROPIC;
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},
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{
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Filter = ANISOTROPIC;
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}
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};
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float4 main() : sv_target { return 0; }
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% Multiple state blocks for multi-component variables, as a list, are a thing.
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[pixel shader]
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float2 val
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{
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{
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Filter = ANISOTROPIC;
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},
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{
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Filter = ANISOTROPIC;
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}
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};
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float4 main() : sv_target { return 0; }
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% The number of state blocks in the state block list must match the number of components.
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[pixel shader fail(sm<6)]
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sampler sams[2]
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{
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{
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}
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};
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float4 main() : sv_target { return 0; }
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[pixel shader fail(sm<6)]
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sampler sams[2][2]
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{
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{
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},
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{
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}
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};
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float4 main() : sv_target { return 0; }
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[pixel shader fail(sm<6)]
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float2 arr[2]
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{
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{
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},
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{
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}
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};
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float4 main() : sv_target { return 0; }
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[pixel shader]
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float3 arr[2]
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{
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{
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},
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{
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},
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{
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},
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{
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},
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{
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},
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{
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}
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};
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float4 main() : sv_target { return 0; }
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[pixel shader fail(sm<6)]
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sampler sams[2]
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{
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{
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Filter = ANISOTROPIC;
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},
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{
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Filter = ANISOTROPIC;
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}, // trailing comma not allowed.
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};
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float4 main() : sv_target { return 0; }
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% Multiple state blocks for multi-dimensional array variables are a thing.
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[pixel shader]
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sampler sams[2][2]
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{
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{
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Filter = ANISOTROPIC;
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},
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{
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Filter = ANISOTROPIC;
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},
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{
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Filter = ANISOTROPIC;
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},
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{
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Filter = ANISOTROPIC;
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}
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};
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float4 main() : sv_target { return 0; }
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% State blocks cannot be nested further than one level, regardless of multi-dimensionality.
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[pixel shader fail(sm<6)]
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sampler sams[2][2]
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{
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{
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{
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Filter = ANISOTROPIC;
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},
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{
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Filter = ANISOTROPIC;
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}
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},
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{
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{
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Filter = ANISOTROPIC;
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},
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{
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Filter = ANISOTROPIC;
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}
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}
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};
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float4 main() : sv_target { return 0; }
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% Variables of 1 component can still use a single state block without the need to put it inside a list.
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[pixel shader]
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sampler sams[1]
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{
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Filter = ANISOTROPIC;
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};
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float4 main() : sv_target { return 0; }
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[pixel shader]
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sampler sam
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{
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{
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Filter = ANISOTROPIC;
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}
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};
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float4 main() : sv_target { return 0; }
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% It is possible to declare an empty state block
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[pixel shader]
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float f
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{
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};
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float4 main() : sv_target { return 0; }
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% State block entries may have indexes.
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[pixel shader]
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sampler sam
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{
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dogs[3] = 5;
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};
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float4 main() : sv_target { return 0; }
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% State block entry indexes can only be integers, not even constant expressions are allowed.
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[pixel shader fail(sm<6)]
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sampler sam
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{
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dogs[3 + 4] = 10;
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};
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float4 main() : sv_target { return 0; }
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% State block entry indexes can not be negative integers.
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[pixel shader fail(sm<6)]
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sampler sam
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{
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dogs[-2] = 10;
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};
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float4 main() : sv_target { return 0; }
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[pixel shader fail(sm<6)]
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static const int a = 5;
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sampler sam
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{
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dogs[a] = 5;
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};
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float4 main() : sv_target { return 0; }
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% State blocks may have bracket initializers on the rhs.
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[pixel shader todo]
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sampler sam
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{
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MaxAnisotropy = 3;
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cat = {1, 2, {3, "string"}};
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dogs[3] = {1, {2, {4}}, 3, any_identifier};
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};
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float4 main() : sv_target { return 0; }
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% Even though using undefined identifiers is allowed, calls to undefined functions are not.
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[pixel shader fail(sm<6)]
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sampler sam
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{
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cat = fun();
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};
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float4 main() : sv_target { return 0; }
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% PixelShader and VertexShader are valid identifiers for the lhs
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[pixel shader]
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sampler sam
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{
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pixelShader = 20;
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PixelShader = 25;
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VertexShader = 30;
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vertexshader = 35;
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};
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float4 main() : sv_target { return 0; }
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% State blocks are valid for numeric types.
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[pixel shader]
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float f
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{
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MaxAnisotropy = 3;
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};
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float4 main() : sv_target { return 0; }
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% State blocks are valid for texture types.
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[pixel shader]
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Texture2D tex
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{
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MaxAnisotropy = 3;
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};
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float4 main() : sv_target { return 0; }
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% Same rules apply for technique passes
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[pixel shader todo]
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technique
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{
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pass
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{
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cat = {1, 2, {3, "string"}};
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dogs[3] = {1, {2, {4}}, 3, any_identifier};
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}
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}
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float4 main() : sv_target { return 0; }
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% Multi-dimensional arrays on the lhs on state blocks are syntax errors.
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[pixel shader fail(sm<6)]
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sampler sam
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{
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dogs[1][1] = 1;
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};
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float4 main() : sv_target { return 0; }
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[pixel shader fail(sm<6)]
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technique
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{
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pass
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{
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dogs[1][1] = 1;
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}
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}
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float4 main() : sv_target { return 0; }
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% Test complex expression on the rhs, including function calls.
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[pixel shader]
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float4 addition(float4 a, float4 b)
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{
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return a + b;
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}
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sampler sam
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{
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cat = addition(foo, bar) + p * q;
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};
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float4 main() : sv_target { return 0; }
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% State blocks are valid for DepthStencilState
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[pixel shader]
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DepthStencilState dss1
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{
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DepthEnable = false;
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DepthWriteMask = Zero;
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DepthFunc = Less;
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random_field = 12;
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};
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float4 main() : sv_target { return 0; }
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% State blocks are valid for BlendState.
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[pixel shader todo]
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BlendState bs1
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{
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random_field = 1;
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};
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float4 main() : sv_target { return 0; }
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% State blocks are valid for VertexShader and PixelShader
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[pixel shader]
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PixelShader ps1
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{
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random_field = 1;
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};
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VertexShader vs1
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{
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random_field = 1;
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};
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float4 main() : sv_target { return 0; }
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% State blocks are valid for RasterizerState
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[pixel shader]
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RasterizerState rs
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{
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random_field = 1;
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};
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float4 main() : sv_target { return 0; }
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% Undefined identifiers cannot be indexed.
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[pixel shader fail(sm<6)]
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float4 main() : sv_target { return 0; }
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DepthStencilState dss1
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{
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RandomField = foobar[2];
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};
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% Undefined identifiers can be swizzled with .x which proves that they are considered scalar
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[pixel shader]
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float4 main() : sv_target { return 0; }
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DepthStencilState dss1
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{
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RandomField = foobar.x;
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};
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[pixel shader fail(sm<6)]
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float4 main() : sv_target { return 0; }
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DepthStencilState dss1
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{
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RandomField = foobar.y;
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};
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% The type of previously defined variables is respected, but array indexes are not checked.
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[pixel shader]
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float4 arr[3];
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float4 main() : sv_target { return 0; }
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DepthStencilState dss1
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{
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RandomField = arr[90];
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};
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% The type of previously defined variables is respected, and swizzles are checked.
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[pixel shader fail(sm<6)]
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float3 vec;
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float4 main() : sv_target { return 0; }
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DepthStencilState dss1
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{
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RandomField = vec.w;
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};
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