mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
336 lines
4.0 KiB
Plaintext
336 lines
4.0 KiB
Plaintext
[pixel shader fail]
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float4 func();
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float4 main() : sv_target
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{
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return func();
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}
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% It's legal to call an undefined function in unused code, though.
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[pixel shader]
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float4 func();
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float4 unused()
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{
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return func();
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}
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float4 main() : sv_target
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{
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return 0;
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}
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[pixel shader fail]
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void func(inout float o)
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{
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o += 0.1;
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}
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float4 main() : sv_target
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{
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float x = 0;
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func(x + 1);
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return 0;
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}
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[pixel shader fail]
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void func(inout float2 o)
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{
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o += 0.1;
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}
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float4 main() : sv_target
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{
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float2 x = 0;
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func(x.yy);
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return 0;
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}
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[pixel shader fail]
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void func(out float o)
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{
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o = 0.1;
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}
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float4 main() : sv_target
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{
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const float x = 0;
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func(x);
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return x;
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}
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[pixel shader fail]
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void func(inout float o)
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{
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}
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float4 main() : sv_target
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{
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const float x = 0;
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func(x);
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return x;
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}
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[pixel shader fail]
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void func()
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{
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}
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float4 main() : sv_target
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{
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return func();
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}
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[pixel shader fail(sm<6)]
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void foo()
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{
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}
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void bar()
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{
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return foo();
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}
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float4 main() : sv_target
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{
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bar();
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return 0;
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}
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% The function must have been at least declared before calling it. It may have
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% been declared with a different but compatible type, though.
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[pixel shader fail]
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float4 main() : sv_target
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{
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func();
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return 0;
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}
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void func()
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{
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}
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[pixel shader]
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void func();
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float4 main() : sv_target
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{
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func();
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return 0;
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}
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void func()
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{
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}
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[pixel shader fail]
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void func(float arg);
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float4 main() : sv_target
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{
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func();
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return 0;
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}
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void func()
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{
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}
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[pixel shader]
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/* This is something of an internal test: we need to make sure that we use the
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* correct variables for a function's arguments and returns regardless of
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* whether it's been defined yet.
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*
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* Also, make sure that we can handle the case where the argument names differ.
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*/
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float2 concat(float x, float y);
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float2 func(void)
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{
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return concat(0.1, 0.2);
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}
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float2 concat(float a, float b)
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{
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return float2(a, b);
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}
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float4 main() : sv_target
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{
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return float4(func(), concat(0.3, 0.4));
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (0.1, 0.2, 0.3, 0.4)
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[pixel shader]
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float func(in float a, out float b, inout float c)
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{
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c -= 0.2;
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b = a * 2;
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return a + 0.2;
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}
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float4 main() : sv_target
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{
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float x[2], ret;
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x[0] = 0.1;
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x[1] = 0.9;
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ret = func(0.3, x[0], x[1]);
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return float4(ret, x[0], x[1], 0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (0.5, 0.6, 0.7, 0)
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[pixel shader]
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void func(in float a, inout float2 b)
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{
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b.y += 0.1;
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b *= a;
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}
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float4 main() : sv_target
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{
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float3 q = float3(0.1, 0.2, 0.3);
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func(3.0, q.zx);
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func(0.5, q.yz);
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return float4(q, 0);
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (0.6, 0.1, 0.5, 0)
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% Recursion is forbidden.
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[pixel shader notimpl(sm<6) fail(sm>=6)]
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void bar();
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void foo()
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{
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bar();
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}
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void bar()
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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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foo();
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return 0;
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}
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[pixel shader notimpl(sm<6) fail(sm>=6)]
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% Even trivially finite recursion is forbidden.
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void func(bool x)
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{
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if (x)
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func(false);
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}
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float4 main() : sv_target
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{
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func(true);
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return 0;
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}
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[pixel shader]
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float func(float a)
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{
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return a + 1;
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}
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float4 main() : sv_target
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{
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return float4(func(1.0), func(2.0), func(5.0), func(6.0));
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 6.0, 7.0)
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[pixel shader]
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float func(float a)
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{
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return a + 1;
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}
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float4 main() : sv_target
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{
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float4 a = {func(1.0), func(2.0), func(5.0), func(6.0)};
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return a;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 6.0, 7.0)
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% Inline modifier
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[pixel shader]
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inline float func(float a)
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{
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return a + 1;
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}
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float4 main() : sv_target
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{
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float4 a = {func(1.0), func(2.0), func(5.0), func(6.0)};
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return a;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 6.0, 7.0)
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% Inline modifier used on entry point
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[pixel shader fail(sm>=6)]
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float func(float a)
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{
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return a + 1;
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}
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inline float4 main() : sv_target
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{
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float4 a = {func(1.0), func(2.0), func(5.0), func(6.0)};
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return a;
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}
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[test]
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todo(glsl) draw quad
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probe all rgba (2.0, 3.0, 6.0, 7.0)
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