HLSL: Move frexp() to a separate test file.
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@@ -52,7 +52,6 @@ float PixelShaderFunctionS(float inF0, float inF1, float inF2, uint inU0, uint i
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// TODO: fma(inD0, inD1, inD2);
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float r033 = fmod(inF0, inF1);
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float r034 = frac(inF0);
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float r035 = frexp(inF0, inF1);
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float r036 = fwidth(inF0);
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bool r037 = isinf(inF0);
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bool r038 = isnan(inF0);
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@@ -136,7 +135,6 @@ float2 PixelShaderFunction2(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, u
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// TODO: fma(inD0, inD1, inD2);
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float2 r035 = fmod(inF0, inF1);
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float2 r036 = frac(inF0);
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float2 r037 = frexp(inF0, inF1);
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float2 r038 = fwidth(inF0);
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bool2 r039 = isinf(inF0);
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bool2 r040 = isnan(inF0);
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@@ -217,7 +215,6 @@ float3 PixelShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, u
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// TODO: fma(inD0, inD1, inD2);
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float3 r036 = fmod(inF0, inF1);
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float3 r037 = frac(inF0);
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float3 r038 = frexp(inF0, inF1);
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float3 r039 = fwidth(inF0);
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bool3 r040 = isinf(inF0);
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bool3 r041 = isnan(inF0);
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@@ -299,7 +296,6 @@ float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2, uint4 inU0, ui
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// TODO: fma(inD0, inD1, inD2);
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float4 r036 = fmod(inF0, inF1);
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float4 r037 = frac(inF0);
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float4 r038 = frexp(inF0, inF1);
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float4 r039 = fwidth(inF0);
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bool4 r040 = isinf(inF0);
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bool4 r041 = isnan(inF0);
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@@ -369,7 +365,6 @@ float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2, uint4 inU0, ui
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MT r021 = floor(inF0); \
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MT r022 = fmod(inF0, inF1); \
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MT r023 = frac(inF0); \
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MT r024 = frexp(inF0, inF1); \
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MT r025 = fwidth(inF0); \
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MT r026 = ldexp(inF0, inF1); \
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MT r026a = lerp(inF0, inF1, inF2); \
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