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			553 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			553 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [require]
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| shader model >= 4.0
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| 
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| [pixel shader]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     switch (v.x)
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|     {
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|     case 0:
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|         return 3.0;
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|     case 1:
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|         return 4.0;
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|     default:
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|         return 5.0;
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|     }
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| }
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| 
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| [test]
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| uniform 0 uint4 3 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (5.0, 5.0, 5.0, 5.0)
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| uniform 0 uint4 1 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (4.0, 4.0, 4.0, 4.0)
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| uniform 0 uint4 0 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (3.0, 3.0, 3.0, 3.0)
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| 
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| % falling through is only supported for empty case statements
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| [pixel shader]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float4 c = {1.0, 2.0, 3.0, 4.0};
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| 
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|     switch (v.x)
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|     {
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|     case 0:
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|     case 1:
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|         c.x += 0.1f;
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|         break;
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|     }
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| 
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|     return c;
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| }
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| 
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| [test]
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| uniform 0 uint4 2 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (1.0, 2.0, 3.0, 4.0)
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| uniform 0 uint4 1 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (1.1, 2.0, 3.0, 4.0)
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| uniform 0 uint4 0 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (1.1, 2.0, 3.0, 4.0)
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| 
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| % case value evaluation
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| [pixel shader]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float4 c = {1.0, 2.0, 3.0, 4.0};
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| 
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|     switch (v.x)
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|     {
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|     case 1+1:
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|         c += 0.1f;
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|         break;
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|     case 0:
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|         c += 0.2f;
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|         break;
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|     }
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| 
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|     return c;
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| }
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| 
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| [test]
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| uniform 0 uint4 2 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (1.1, 2.1, 3.1, 4.1)
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| uniform 0 uint4 1 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (1.0, 2.0, 3.0, 4.0)
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| 
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| % floats are accepted
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| [pixel shader fail(sm>=6)]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float4 c = {1.0, 2.0, 3.0, 4.0};
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| 
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|     switch (v.x)
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|     {
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|     case 2.1f:
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|         c += 0.1f;
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|         break;
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|     case 0.9f:
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|         c += 0.2f;
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|         break;
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|     }
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| 
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|     return c;
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| }
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| 
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| [test]
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| uniform 0 uint4 2 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (1.1, 2.1, 3.1, 4.1)
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| uniform 0 uint4 1 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (1.0, 2.0, 3.0, 4.0)
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| 
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| [pixel shader fail(sm>=6)]
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| float4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float4 c = {1.0, 2.0, 3.0, 4.0};
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| 
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|     switch (v.x)
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|     {
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|     case 2.1f:
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|         c += 0.1f;
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|         break;
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|     case 0.9f:
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|         c += 0.2f;
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|         break;
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|     }
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| 
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|     return c;
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| }
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| 
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| [test]
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| uniform 0 float4 2.0 0.0 0.0 0.0
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| todo(sm>=6) draw quad
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| probe all rgba (1.1, 2.1, 3.1, 4.1)
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| uniform 0 float4 1.0 0.0 0.0 0.0
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| todo(sm>=6) draw quad
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| probe all rgba (1.0, 2.0, 3.0, 4.0)
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| 
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| [pixel shader fail]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float4 c = {1.0, 2.0, 3.0, 4.0};
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|     uint a = 1;
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| 
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|     switch (v.x)
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|     {
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|     case 1+a:
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|         c += 0.1f;
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|         break;
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|     case 0:
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|         c += 0.2f;
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|         break;
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|     }
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| 
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|     return c;
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| }
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| 
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| % duplicate cases
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| [pixel shader fail]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float4 c = {1.0, 2.0, 3.0, 4.0};
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| 
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|     switch (v.x)
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|     {
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|     case 2:
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|         c += 0.1f;
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|         break;
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|     case 1+1:
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|         c += 0.2f;
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|         break;
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|     }
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| 
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|     return c;
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| }
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| 
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| % multiple default cases
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| [pixel shader fail]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float4 c = {1.0, 2.0, 3.0, 4.0};
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| 
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|     switch (v.x)
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|     {
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|     default:
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|     case 2:
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|         c += 0.1f;
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|         break;
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|     case 1:
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|         c += 0.2f;
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|         break;
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|     default:
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|         break;
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|     }
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| 
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|     return c;
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| }
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| 
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| % unterminated cases
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| [pixel shader fail(sm<6)]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float4 c = {1.0, 2.0, 3.0, 4.0};
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| 
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|     switch (v.x)
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|     {
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|     case 0:
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|         c += 0.1f;
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|     case 1:
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|         c += 0.2f;
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|         break;
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|     }
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| 
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|     return c;
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| }
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| 
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| [pixel shader fail]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     switch (v.x)
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|     {
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|     case 0:
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|         return 3.0;
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|     case 1:
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|         return 4.0;
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|     case 2:
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|     }
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|     return 0.0;
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| }
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| 
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| [pixel shader fail]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     switch (v.x)
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|     {
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|     case 0:
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|         return 3.0;
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|     case 1:
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|         return 4.0;
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|     default:
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|     }
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|     return 0.0;
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| }
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| 
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| [pixel shader fail(sm<6)]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     switch (v.x)
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|     {
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|     case 0:
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|         return 3.0;
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|     case 1:
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|         return 4.0;
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|     default:
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|         discard;
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|     }
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|     return 0.0;
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| }
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| 
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| [pixel shader fail(sm<6)]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     switch (v.x)
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|     {
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|     case 0:
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|         return 3.0;
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|     case 1:
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|         return 4.0;
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|     case 2:
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|         discard;
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|     }
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|     return 0.0;
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| }
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| 
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| [pixel shader fail(sm<6)]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     switch (v.x)
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|     {
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|     case 0:
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|         discard;
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|     case 1:
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|         return 4.0;
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|     }
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|     return 0.0;
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| }
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| 
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| % more complicated breaks
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| [pixel shader]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float4 c = {1.0, 2.0, 3.0, 4.0};
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| 
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|     switch (v.x)
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|     {
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|     case 2:
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|         c += 0.1f;
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|         if (true) break;
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|         c = 9.0f;
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|     case 1:
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|         if (false) break;
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|         c += 0.2f;
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|         break;
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|     default:
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|     case 0:
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|         break;
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|     }
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| 
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|     return c;
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| }
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| 
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| [test]
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| uniform 0 uint4 2 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (1.1, 2.1, 3.1, 4.1)
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| uniform 0 uint4 1 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (1.2, 2.2, 3.2, 4.2)
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| uniform 0 uint4 0 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (1.0, 2.0, 3.0, 4.0)
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| 
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| % switch breaks within a loop
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| [pixel shader]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float4 c = {1.0f, 2.0f, 3.0f, 4.0f};
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| 
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|     for (int i = 0; i < 4; ++i)
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|     {
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|         switch (v.x)
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|         {
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|         case 2:
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|             c += 1.0f;
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|             break;
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|         case 1:
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|             c -= 1.0f;
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|             break;
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|         default:
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|         case 0:
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|             break;
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|         }
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|     }
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| 
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|     return c;
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| }
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| 
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| [test]
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| uniform 0 uint4 2 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (5.0, 6.0, 7.0, 8.0)
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| 
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| % default case placement
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| [pixel shader]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float4 c = {1.0f, 2.0f, 3.0f, 4.0f};
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| 
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|     switch (v.x)
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|     {
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|     case 2:
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|         c += 1.0f;
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|         break;
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|     case 1:
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|         c -= 1.0f;
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|         break;
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|     case 3:
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|     default:
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|     case 0:
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|         c += 3.0f;
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|         break;
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|     }
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| 
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|     return c;
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| }
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| 
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| [test]
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| uniform 0 uint4 0 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (4.0, 5.0, 6.0, 7.0)
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| uniform 0 uint4 2 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (2.0, 3.0, 4.0, 5.0)
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| uniform 0 uint4 3 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (4.0, 5.0, 6.0, 7.0)
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| 
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| [pixel shader]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float4 c = {1.0f, 2.0f, 3.0f, 4.0f};
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| 
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|     switch (v.x)
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|     {
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|     case 2:
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|         c += 1.0f;
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|         break;
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|     case 1:
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|         c -= 1.0f;
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|         break;
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|     case 3:
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|     default:
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|         break;
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|     case 0:
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|         c += 3.0f;
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|         break;
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|     }
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| 
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|     return c;
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| }
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| 
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| [test]
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| uniform 0 uint4 3 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (1.0, 2.0, 3.0, 4.0)
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| uniform 0 uint4 0 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (4.0, 5.0, 6.0, 7.0)
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| uniform 0 uint4 5 0 0 0
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| todo(sm>=6) draw quad
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| probe all rgba (1.0, 2.0, 3.0, 4.0)
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| 
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| % 'continue' is not supported in switches
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| [pixel shader fail(sm<6)]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
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|     float4 c = {1.0, 2.0, 3.0, 4.0};
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|     uint i, j;
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| 
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|     for (i = 0; i < v.z; i++)
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|     {
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|         switch (v.x)
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|         {
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|             case 0:
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|                 c += 0.1f;
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|                 continue;
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|                 break;
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|             case 1:
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|                 c += 0.2f;
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|                 break;
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|         }
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|     }
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| 
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|     return c;
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| }
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| 
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| [pixel shader]
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| uint4 v;
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| 
 | |
| float4 main() : sv_target
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| {
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|     float4 c = {1.0, 2.0, 3.0, 4.0};
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|     uint i, j;
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| 
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|     for (i = 0; i < v.z; i++)
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|     {
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|         switch (v.x)
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|         {
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|             case 0:
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|                 for (j = 0; j < v.z; j++)
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|                 {
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|                     c += 1.0f;
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|                     if (v.w)
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|                         continue;
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|                 }
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|                 break;
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|             case 1:
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|                 c += 2.0f;
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|                 break;
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|         }
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|     }
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| 
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|     return c;
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| }
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| 
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| [test]
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| uniform 0 uint4 0 0 3 1
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| todo(sm>=6) draw quad
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| probe all rgba (10.0, 11.0, 12.0, 13.0)
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| uniform 0 uint4 1 0 3 1
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| todo(sm>=6) draw quad
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| probe all rgba (7.0, 8.0, 9.0, 10.0)
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| 
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| % return from a switch nested in a loop
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| [pixel shader]
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| uint4 v;
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| 
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| float4 main() : sv_target
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| {
 | |
|     float4 c = {1.0, 2.0, 3.0, 4.0};
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|     uint i, j;
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| 
 | |
|     for (i = 0; i < v.z; i++)
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|     {
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|         switch (v.x)
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|         {
 | |
|             case 0:
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|                 c += 1.0f;
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|                 break;
 | |
|             case 1:
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|                 c += 2.0f;
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|                 return c;
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|         }
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|         c += 100.0f;
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|     }
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| 
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|     return c;
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| }
 | |
| 
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| [test]
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| uniform 0 uint4 0 0 3 1
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| todo(sm>=6) draw quad
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| probe all rgba (304.0, 305.0, 306.0, 307.0)
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| uniform 0 uint4 1 0 3 1
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| todo(sm>=6) draw quad
 | |
| probe all rgba (3.0, 4.0, 5.0, 6.0)
 |