mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
51f13391e6
The structurizer is implemented along the lines of what is usually called the "structured program theorem": the control flow is completely virtualized by mean of an additional TEMP register which stores the block index which is currently running. The whole program is then converted to a huge switch construction enclosed in a loop, executing at each iteration the appropriate block and updating the register depending on block jump instruction. The algorithm's generality is also its major weakness: it accepts any input program, even if its CFG is not reducible, but the output program lacks any useful convergence information. It satisfies the letter of the SPIR-V requirements, but it is expected that it will be very inefficient to run on a GPU (unless a downstream compiler is able to devirtualize the control flow and do a proper convergence analysis pass). The algorithm is however very simple, and good enough to at least pass tests, enabling further development. A better alternative is expected to be upstreamed incrementally. Side note: the structured program theorem is often called the Böhm-Jacopini theorem; Böhm and Jacopini did indeed prove a variation of it, but their algorithm is different from what is commontly attributed to them and implemented here, so I opted for not using their name.
588 lines
8.2 KiB
Plaintext
588 lines
8.2 KiB
Plaintext
[require]
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shader model >= 4.0
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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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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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[test]
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uniform 0 uint4 3 0 0 0
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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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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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draw quad
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probe all rgba (3.0, 3.0, 3.0, 3.0)
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% just a default case
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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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switch (v.x)
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{
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default:
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return 5.0;
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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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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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draw quad
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probe all rgba (5.0, 5.0, 5.0, 5.0)
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uniform 0 uint4 0 0 0 0
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draw quad
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probe all rgba (5.0, 5.0, 5.0, 5.0)
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% completely empty
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[pixel shader fail]
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uint4 v;
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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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}
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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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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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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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return c;
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}
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[test]
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uniform 0 uint4 2 0 0 0
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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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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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draw quad
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probe all rgba (1.1, 2.0, 3.0, 4.0)
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% case value evaluation
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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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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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return c;
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}
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[test]
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uniform 0 uint4 2 0 0 0
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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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draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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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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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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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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return c;
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}
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[test]
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uniform 0 uint4 2 0 0 0
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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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draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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[pixel shader fail(sm>=6)]
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float4 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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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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return c;
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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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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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draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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[pixel shader fail]
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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 a = 1;
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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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return c;
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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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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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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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return c;
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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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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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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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return c;
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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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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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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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return c;
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}
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[pixel shader fail]
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uint4 v;
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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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[pixel shader fail]
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uint4 v;
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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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[pixel shader fail(sm<6)]
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uint4 v;
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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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[pixel shader fail(sm<6)]
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uint4 v;
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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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[pixel shader fail(sm<6)]
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uint4 v;
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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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% more complicated breaks
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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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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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return c;
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}
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[test]
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uniform 0 uint4 2 0 0 0
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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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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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draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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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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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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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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return c;
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}
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[test]
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uniform 0 uint4 2 0 0 0
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draw quad
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probe all rgba (5.0, 6.0, 7.0, 8.0)
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% default case placement
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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 = {1.0f, 2.0f, 3.0f, 4.0f};
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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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return c;
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}
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[test]
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uniform 0 uint4 0 0 0 0
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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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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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draw quad
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probe all rgba (4.0, 5.0, 6.0, 7.0)
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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 = {1.0f, 2.0f, 3.0f, 4.0f};
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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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return c;
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}
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[test]
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uniform 0 uint4 3 0 0 0
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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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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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draw quad
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probe all rgba (1.0, 2.0, 3.0, 4.0)
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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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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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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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return c;
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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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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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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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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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draw quad
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probe all rgba (7.0, 8.0, 9.0, 10.0)
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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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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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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 += 1.0f;
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break;
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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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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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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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draw quad
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probe all rgba (3.0, 4.0, 5.0, 6.0)
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