mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-12-15 08:03:30 -08:00
458 lines
8.0 KiB
Plaintext
458 lines
8.0 KiB
Plaintext
[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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if (u.x > 0.0)
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return float4(0.1, 0.2, 0.3, 0.4);
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else
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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draw quad
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probe (0, 0) f32(0.9, 0.8, 0.7, 0.6)
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uniform 0 float4 0.1 0.0 0.0 0.0
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draw quad
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probe (0, 0) f32(0.1, 0.2, 0.3, 0.4)
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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[attr1]
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if (u.x > 0.0)
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return float4(0.1, 0.2, 0.3, 0.4);
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else
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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[flatten]
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if (u.x > 0.0)
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return float4(0.1, 0.2, 0.3, 0.4);
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else
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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draw quad
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probe (0, 0) f32(0.9, 0.8, 0.7, 0.6)
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[pixel shader fail(sm<6)]
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float4 u;
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float main() : sv_target
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{
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[branch] [branch]
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if (u.x > 0.0)
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return float4(0.1, 0.2, 0.3, 0.4);
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else
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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[pixel shader fail]
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float4 u;
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float main() : sv_target
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{
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[branch] [flatten]
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if (u.x > 0.0)
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return float4(0.1, 0.2, 0.3, 0.4);
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else
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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[vertex shader]
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void main(float4 p : position, out float t[4] : texcoord, out float4 position : sv_position)
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{
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t[0] = (p.x + 1.0) / 2.0;
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t[2] = 0.0;
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t[1] = (p.y + 1.0) / 2.0;
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t[3] = 1.0;
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position = p;
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}
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[pixel shader]
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float4 main(float t[4] : texcoord) : sv_target
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{
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if (t[0] > 0.5)
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return floor(float4(t) * 128.0 + 0.5) / 128.0;
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return float4(0.0, 1.0, 0.0, 1.0);
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}
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[test]
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todo(msl & sm>=6) draw quad
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probe (160, 120) f32(0.00, 1.00, 0.0, 1.0)
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probe (480, 120) f32(0.75, 0.75, 0.0, 1.0)
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probe (160, 360) f32(0.00, 1.00, 0.0, 1.0)
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probe (480, 360) f32(0.75, 0.25, 0.0, 1.0)
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% Using older profiles fails to compile with forced control flow instruction
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[require]
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shader model >= 3.0
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[vertex shader]
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float4 main(float4 p : position) : sv_position
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{
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return p;
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}
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[pixel shader]
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uniform float a;
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float4 main() : sv_target
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{
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if (a < 4)
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return float4(1, 2, 3, 4);
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return float4(10, 20, 30, 40);
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}
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[test]
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uniform 0 float -2
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draw quad
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probe (0, 0) rgba (1, 2, 3, 4)
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uniform 0 float 10
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draw quad
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probe (0, 0) rgba (10, 20, 30, 40)
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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[branch]
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if (u.x > 0.0)
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return float4(0.1, 0.2, 0.3, 0.4);
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else
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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draw quad
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probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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[flatten]
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if (u.x > 0.0)
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{
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[branch]
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if (u.y > 0.0)
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return float4(1.0, 2.0, 3.0, 4.0);
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else
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return float4(5.0, 6.0, 7.0, 8.0);
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}
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else
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return float4(9.0, 10.0, 11.0, 12.0);
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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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draw quad
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probe (0, 0) f32(5.0, 6.0, 7.0, 8.0)
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uniform 0 float4 1.0 1.0 0.0 0.0
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draw quad
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probe (0, 0) f32(1.0, 2.0, 3.0, 4.0)
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uniform 0 float4 0.0 1.0 0.0 0.0
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draw quad
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probe (0, 0) f32(9.0, 10.0, 11.0, 12.0)
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[pixel shader]
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float4 main() : sv_target
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{
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bool c = false;
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float a = -1.0f;
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if (c)
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return float4(1.0, 2.0, 3.0, 4.0);
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else if (a > 0)
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return float4(5.0, 6.0, 7.0, 8.0);
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else
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return float4(9.0, 10.0, 11.0, 12.0);
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}
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[test]
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draw quad
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probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)
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[pixel shader]
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int a, b;
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float4 main() : sv_target
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{
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if (a < b)
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return -1.0;
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else
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return 1.0;
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}
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[test]
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if(sm<4) uniform 0 float 8
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if(sm<4) uniform 4 float 9
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if(sm>=4) uniform 0 int 8
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if(sm>=4) uniform 1 int 9
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draw quad
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probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
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if(sm<4) uniform 0 float -3
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if(sm<4) uniform 4 float -4
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if(sm>=4) uniform 0 int -3
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if(sm>=4) uniform 1 int -4
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float 7
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if(sm<4) uniform 4 float 7
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if(sm>=4) uniform 0 int 7
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if(sm>=4) uniform 1 int 7
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader]
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int a, b;
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float4 main() : sv_target
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{
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if (a <= b)
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return -1.0;
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else
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return 1.0;
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}
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[test]
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if(sm<4) uniform 0 float 8
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if(sm<4) uniform 4 float 9
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if(sm>=4) uniform 0 int 8
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if(sm>=4) uniform 1 int 9
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draw quad
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probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
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if(sm<4) uniform 0 float -3
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if(sm<4) uniform 4 float -4
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if(sm>=4) uniform 0 int -3
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if(sm>=4) uniform 1 int -4
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float 7
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if(sm<4) uniform 4 float 7
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if(sm>=4) uniform 0 int 7
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if(sm>=4) uniform 1 int 7
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draw quad
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probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
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[pixel shader]
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int a, b;
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float4 main() : sv_target
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{
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if (a != b)
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return -1.0;
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else
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return 1.0;
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}
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[test]
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if(sm<4) uniform 0 float -3
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if(sm<4) uniform 4 float -2
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if(sm>=4) uniform 0 int -3
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if(sm>=4) uniform 1 int -2
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draw quad
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probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
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if(sm<4) uniform 0 float 4
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if(sm<4) uniform 4 float 4
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if(sm>=4) uniform 0 int 4
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if(sm>=4) uniform 1 int 4
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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float res = 0;
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[flatten]
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if (u.x > 0.0)
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res = 1.0;
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else
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res = 2.0;
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return res;
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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draw quad
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probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
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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 (0, 0) f32(1.0, 1.0, 1.0, 1.0)
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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{
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float4 res = float4(0.0, -1.0, -2.0, -3.0);
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[flatten]
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if (u.x > 0.0)
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res.xy = float2(4.0, 5.0);
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else
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res.xz = float2(6.0, 7.0);
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return res;
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}
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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draw quad
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probe (0, 0) f32(6.0, -1.0, 7.0, -3.0)
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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 (0, 0) f32(4.0, 5.0, -2.0, -3.0)
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% Test "if" conditionals, using resource loads to ensure we aren't removing these instruction with optimizations.
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[srv 0]
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size (2d, 2, 2)
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0.0 0.0 0.0 4.0 1.0 0.0 0.0 4.0
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0.0 1.0 0.0 4.0 1.0 1.0 0.0 4.0
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[sampler 0]
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filter linear linear linear
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address clamp clamp clamp
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[pixel shader]
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Texture2D tex;
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sampler sam;
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float a;
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float4 main() : sv_target
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{
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if (a < 4)
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return tex.Sample(sam, float2(0, 0));
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return float4(1, 2, 3, 4);
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}
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[test]
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uniform 0 float -2
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draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 4.0)
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uniform 0 float 4
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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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Texture2D tex;
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sampler sam;
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float a;
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float4 main() : sv_target
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{
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[flatten] if (a < 4)
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return tex.Sample(sam, float2(0, 0));
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else
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return float4(1, 2, 3, 4);
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}
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[test]
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uniform 0 float -2
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draw quad
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probe (0, 0) f32(0.0, 0.0, 0.0, 4.0)
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uniform 0 float 4
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draw quad
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probe (0, 0) f32(1.0, 2.0, 3.0, 4.0)
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[pixel shader]
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Texture2D tex;
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sampler sam;
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float a;
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float4 main() : sv_target
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{
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if (a >= 2)
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return tex.Sample(sam, float2(0, 0));
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else if (a >= 1)
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return tex.Sample(sam, float2(1, 0));
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else
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return tex.Sample(sam, float2(1, 1));
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}
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[test]
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uniform 0 float 2
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todo(msl & sm>=6) draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 4.0)
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uniform 0 float 1
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todo(msl & sm>=6) draw quad
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probe (0, 0) rgba (1.0, 0.0, 0.0, 4.0)
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uniform 0 float 0
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todo(msl & sm>=6) draw quad
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probe (0, 0) rgba (1.0, 1.0, 0.0, 4.0)
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% Branches with resource stores can't be flattened.
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[pixel shader fail(sm<6)]
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uniform float a;
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RWBuffer<float> u;
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float4 main() : sv_target
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{
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[flatten]
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if (a > 0)
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u[0] = a;
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return a;
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}
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[pixel shader fail(sm<6) todo]
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uniform float a;
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uniform uint b;
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RWBuffer<float> u;
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float4 main() : sv_target
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{
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[flatten]
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if (a > 0)
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{
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for (uint i = 0; i < b; ++i)
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{
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if (i > 3)
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u[i] = a + i;
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}
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}
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return a;
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}
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% Test 16-bit phi instructions.
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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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Texture2D<half4> tex;
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float a;
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half4 main() : sv_target
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{
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if (a >= 2)
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return tex.Load(int3(0, 0, 0));
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else
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return half(a);
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}
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[test]
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uniform 0 float 2
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draw quad
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probe (0, 0) rgba(0.0, 0.0, 0.0, 4.0)
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uniform 0 float 1
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draw quad
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probe (0, 0) rgba(1.0, 1.0, 1.0, 1.0)
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