mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
363 lines
5.4 KiB
Plaintext
363 lines
5.4 KiB
Plaintext
[require]
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% The ternary operator works differently in sm6. See sm6-ternary.shader_test.
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shader model < 6.0
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[pixel shader]
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uniform float4 x;
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float4 main() : sv_target
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{
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return x.x ? x : x - 1;
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}
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[test]
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uniform 0 float4 2.0 3.0 4.0 5.0
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todo(glsl) draw quad
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probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
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uniform 0 float4 0.0 10.0 11.0 12.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-1.0, 9.0, 10.0, 11.0)
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[pixel shader]
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uniform float4 x;
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float4 main() : sv_target
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{
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float4 ret;
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ret.x = x.x ? x.x : 1;
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ret.y = x.y ? 2 : x.y;
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ret.z = ret.w = 0.0;
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return ret;
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}
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[test]
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uniform 0 float4 1.1 3.0 4.0 5.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.1, 2.0, 0.0, 0.0)
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[pixel shader]
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float4 f;
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float4 main() : sv_target
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{
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float f1 = 0.1, f2 = 0.2, f3;
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f3 = f.x ? (f1 = 0.5) + 0.2 : (f2 = 0.6);
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return float4(f1, f2, f3, 0.0);
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}
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (0.5, 0.6, 0.7, 0.0)
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[pixel shader]
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float4 x, y, z;
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float4 main() : sv_target
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{
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return x ? y : z;
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}
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[test]
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uniform 0 float4 0.0 1.0 0.0 -3.0
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uniform 4 float4 1.0 2.0 3.0 4.0
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uniform 8 float4 5.0 6.0 7.0 8.0
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todo(glsl) draw quad
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probe (0, 0) rgba (5.0, 2.0, 7.0, 4.0)
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% The usual type conversion is applied to the first and second expression, as
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% long as they are numeric.
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[pixel shader fail]
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uniform float2x4 a;
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uniform float3x2 b;
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float4 main() : sv_target
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{
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0 ? a : b;
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return 0;
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}
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[pixel shader]
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static float3x3 a = {0, 1, 2, 3, 4, 5, 6, 7, 8};
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static float2x2 b = {.1, .2, .3, .4};
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float4 main() : sv_target
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{
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return float4(1 ? a : b);
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}
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[test]
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draw quad
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probe (0, 0) rgba (0.0, 1.0, 3.0, 4.0)
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[pixel shader]
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static float3 a = {0, 1, 2};
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static float4 b = {5, 6, 7, 8};
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float4 main() : sv_target
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{
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return float4(0 ? a : b, 1.0);
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}
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[test]
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draw quad
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probe (0, 0) rgba (5.0, 6.0, 7.0, 1.0)
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% More restrictions are placed on the type of the first (condition) operand,
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% relative to the common type computed from the other two (result). Either:
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% * the class and dimensions must match exactly;
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% * the condition operand is scalar;
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% * the result operands are scalar;
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% * one is a typeN and the other is a type1xN
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[pixel shader fail]
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uniform float4 cond;
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uniform float2x2 a, b;
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float4 main() : sv_target
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{
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return float4(cond ? a : b);
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}
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[pixel shader fail]
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uniform float2x2 cond;
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uniform float4 a, b;
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float4 main() : sv_target
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{
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return float4(cond ? a : b);
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}
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[pixel shader]
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static float2x2 cond = {1, 0, 0, 1};
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static float2x2 a = {1, 2, 3, 4};
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static float2x2 b = {5, 6, 7, 8};
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float4 main() : sv_target
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{
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return float4(cond ? a : b);
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}
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[test]
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draw quad
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probe (0, 0) rgba (1.0, 6.0, 7.0, 4.0)
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[pixel shader fail]
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uniform float3 cond;
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uniform float4 a, b;
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float4 main() : sv_target
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{
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(cond ? a : b);
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return 0;
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}
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[pixel shader fail]
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uniform float4 cond;
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uniform float4x1 a, b;
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float4 main() : sv_target
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{
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(cond ? a : b);
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return 0;
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}
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% As may be expected, this yields the type of the arguments, not the conditional.
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[pixel shader]
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static float4 cond = {1, 0, 0, 1};
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static float1x4 a = {1, 2, 3, 4};
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static float1x4 b = {5, 6, 7, 8};
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float4 main() : sv_target
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{
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return (cond ? a : b)[0];
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}
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[test]
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draw quad
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probe (0, 0) rgba (1.0, 6.0, 7.0, 4.0)
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[pixel shader todo]
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static float1x4 cond = {1, 0, 0, 1};
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static float4 a = {1, 2, 3, 4};
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static float4 b = {5, 6, 7, 8};
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float4 main() : sv_target
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{
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return (cond ? a : b)[0];
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}
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[test]
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todo draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader fail]
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uniform float1x4 cond;
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uniform float4 a, b;
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float4 main() : sv_target
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{
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return (cond ? a : b)[0][0];
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}
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[pixel shader]
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static float1 cond = {0};
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static float1x1 a = {2};
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static float1x1 b = {3};
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float4 main() : sv_target
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{
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return (cond ? a : b)[0][0];
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}
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[test]
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draw quad
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probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
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[pixel shader]
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uniform float cond;
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uniform float4 a, b;
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float4 main() : sv_target
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{
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return float4(cond ? a : b);
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}
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 4 float4 1.0 2.0 3.0 4.0
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uniform 8 float4 5.0 6.0 7.0 8.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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[pixel shader]
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// "scalar" can mean any 1-component numeric type.
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static float1x1 cond = {0};
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static float4 a = {1, 2, 3, 4};
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static float4 b = {5, 6, 7, 8};
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float4 main() : sv_target
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{
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return float4(cond ? a : b);
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}
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[test]
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draw quad
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probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
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[pixel shader]
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uniform float4 cond;
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uniform float4 a, b;
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float4 main() : sv_target
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{
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return float4(cond ? a.x : b.x);
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}
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[test]
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uniform 0 float4 1.0 0.0 1.0 0.0
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uniform 4 float4 1.0 2.0 3.0 4.0
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uniform 8 float4 5.0 6.0 7.0 8.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 5.0, 1.0, 5.0)
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[pixel shader]
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// "scalar" can mean any 1-component numeric type.
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static float4 cond = {1, 0, 0, 1};
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static float1x1 a = {2};
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static float1x1 b = {3};
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float4 main() : sv_target
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{
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return float4(cond ? a : b);
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}
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[test]
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draw quad
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probe (0, 0) rgba (2.0, 3.0, 3.0, 2.0)
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% Objects can be used, but their types have to be identical.
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[pixel shader]
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Texture2D t;
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float4 main() : sv_target
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{
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Texture2D tmp = 0 ? t : t;
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return 0;
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}
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[pixel shader fail todo]
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Texture2D t;
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float4 f;
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float4 main() : sv_target
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{
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f ? t : t;
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return 0;
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}
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[pixel shader fail]
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Texture2D t;
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Texture3D u;
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float4 main() : sv_target
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{
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0 ? t : u;
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return 0;
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}
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% Of course objects cannot be used as the condition.
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[pixel shader fail]
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Texture2D t;
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float4 main() : sv_target
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{
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t ? 0 : 1;
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return 0;
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}
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