Conor McCarthy (@cmccarthy) commented about tests/hlsl/discard.shader_test:
y[uint2(0, 0)] += 1;
- if (x.x == 9.0f)
discard;
- if (pos.x == 0.5 && pos.y == 0.5)
y[uint2(1, 0)] += 1;
- return x;
+}
+[test] +uniform 0 float4 1 2 3 4 +todo(glsl) draw quad +probe all rgba (1, 2, 3, 4) +if(sm<6) probe uav 1 (0, 0) r (1.0) +if(sm<6) probe uav 1 (1, 0) r (1.0) +if(sm>=6) probe uav 0 (0, 0) r (1.0) +if(sm>=6) probe uav 0 (1, 0) r (1.0)
Why use two UAVs and separate probes for sm<6 and sm>=6? Would `RWTexture2D<float> y : register(u1)` take care of it more simply?