mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-04-13 05:43:18 -07:00
Similarly to the modulus operator, d3dbc results with constant folding are different from results when constant folding cannot be applied, and different from tpf results.
299 lines
5.2 KiB
Plaintext
299 lines
5.2 KiB
Plaintext
[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x + y, x - y, x * y, x / y);
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}
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[test]
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uniform 0 float4 5.0 16.0 0.0 0.0
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todo(sm<4 | glsl | msl) draw quad
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probe (0, 0) rgba (21.0, -11.0, 80.0, 0.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x % y, +x, -x, y / x);
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}
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[test]
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uniform 0 float4 5.0 16.0 0.0 0.0
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todo(sm<4 | glsl | msl) draw quad
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probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x / y, -x / y, x / -y, -x / -y);
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}
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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todo(sm<4 | glsl | msl) draw quad
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probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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todo(sm<4 | glsl | msl) draw quad
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probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x / y, -x / y, x / -y, -x / -y);
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}
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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todo(sm<4 | glsl | msl) draw quad
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probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
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[pixel shader todo(sm<4)]
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uniform float2 a;
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float4 main() : SV_TARGET
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{
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int x = a.x;
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int y = a.y;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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todo(sm<4 | glsl | msl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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uniform float4 a;
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float4 main() : SV_TARGET
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{
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return abs(int4(a));
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}
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[test]
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uniform 0 float4 5.0 -7.0 0.0 -10.0
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todo(msl) draw quad
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probe (0, 0) rgba (5.0, 7.0, 0.0, 10.0)
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[pixel shader todo(sm<4)]
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uniform float4 a;
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uniform float4 b;
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float4 main() : sv_target
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{
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int2 x = a.xz;
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int2 y = a.yw;
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int2 z = b.xy;
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int2 w = b.zw;
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return float4(x / y, z % w);
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}
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[test]
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uniform 0 float4 45.0 5.0 50.0 10.0
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uniform 4 float4 3.0 8.0 2.0 5.0
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todo(sm<4 | glsl | msl) draw quad
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probe (0, 0) rgba (9.0, 5.0, 1.0, 3.0)
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[pixel shader todo(sm<4)]
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float f;
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float4 main() : sv_target
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{
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int a = 16777217; // This rounds down to 16777216 when converted to float.
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int b = f;
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return float4(a % b, a % (-b), (-a) % b, (-a) % (-b));
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}
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[test]
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uniform 0 float 10.0
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todo(sm<4 | glsl | msl) draw quad
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if(sm<4) probe (0, 0) rgba(6, 6, -6, -6)
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if(sm>=4) probe (0, 0) rgba(7, 7, -7, -7)
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[pixel shader todo(sm<4)]
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float f;
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float4 main() : sv_target
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{
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int a = 16782201; // This rounds down to 16782200 when converted to float.
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int b = f;
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return float4(a / b, a / (-b), (-a) / b, (-a) / (-b));
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}
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[test]
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uniform 0 float 999.0
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todo(sm<4 | glsl | msl) draw quad
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if(sm<4) probe (0, 0) rgba(16798, -16798, -16798, 16798)
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if(sm>=4) probe (0, 0) rgba(16799, -16799, -16799, 16799)
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[pixel shader todo(sm<4)]
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float f;
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float4 main() : sv_target
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{
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int a = 16782200;
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int b = f;
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return float4(a / b, a / (-b), (-a) / b, (-a) / (-b));
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}
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[test]
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uniform 0 float 999.0
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todo(sm<4 | glsl | msl) draw quad
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probe (0, 0) rgba(16798, -16798, -16798, 16798)
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[require]
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shader model >= 6.0
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int64
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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int64_t x = a.x;
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int64_t y = a.y;
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return float4(x + y, x - y, x * (y >> 4), x / y);
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}
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[test]
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uniform 0 int64_t2 5000000000 16000000000
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draw quad
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probe (0, 0) rgba (21.0e9, -11.0e9, 5.0e18, 0.0) 1
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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int64_t x = a.x;
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int64_t y = a.y;
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return float4(x % y, +x, -x, y / x);
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}
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[test]
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uniform 0 int64_t2 5000000000 16000000000
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draw quad
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probe (0, 0) rgba (5.0e9, 5.0e9, -5.0e9, 3.0)
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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int64_t x = a.x;
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int64_t y = a.y;
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return float4(x / y, -x / y, x / -y, -x / -y);
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}
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[test]
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uniform 0 int64_t2 42000000000 5000000000
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draw quad
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probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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int64_t x = a.x;
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int64_t y = a.y;
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return float4(x % y, -x % y, x % -y, -x % -y);
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}
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[test]
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uniform 0 int64_t2 42000000000 5000000000
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draw quad
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probe (0, 0) rgba (2.0e9, -2.0e9, 2.0e9, -2.0e9)
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[pixel shader]
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uniform int64_t2 a;
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float4 main() : SV_TARGET
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{
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return float4(abs(a), 0, 0);
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}
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[test]
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uniform 0 int64_t2 5000000000 -7000000000
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draw quad
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probe (0, 0) rgba (5.0e9, 7.0e9, 0.0, 0.0)
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[require]
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shader model >= 6.2
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native-16-bit
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[pixel shader]
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uniform int16_t4 u;
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int4 main() : sv_target
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{
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int16_t i = 1, j = 0x7fff;
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return int4(u.x + i, u.y + j, u.z + i, u.w + j);
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}
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[test]
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uniform 0 uint 0
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uniform 1 uint 0x0001fffd
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draw quad
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probe (0, 0) rgbai(1, 0x7fff, -2, -32768)
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[pixel shader]
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uniform int16_t4 u;
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int4 main() : sv_target
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{
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int16_t i = -3, j = 5;
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return int4(u.x * i, u.y * j, u.z * i, u.w * j);
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}
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[test]
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uniform 0 uint 0xfff70007
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uniform 1 uint4 0x9fff9
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draw quad
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probe (0, 0) rgbai(-21, -45, 21, 45)
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[pixel shader]
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uniform int16_t4 u;
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int4 main() : sv_target
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{
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int16_t i = 32767, j = -5;
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return int4(u.x / i, u.y / j, u.z / i, u.w / j);
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}
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[test]
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uniform 0 uint 0x000b7ffe
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uniform 1 uint 0x80007fff
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draw quad
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probe (0, 0) rgbai(0, -2, 1, 6553)
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