HLSL: Move frexp() to a separate test file.
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@@ -28,7 +28,6 @@ float VertexShaderFunctionS(float inF0, float inF1, float inF2, uint inU0, uint
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// TODO: fma(inD0, inD1, inD2);
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fmod(inF0, inF1);
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frac(inF0);
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frexp(inF0, inF1);
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isinf(inF0);
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isnan(inF0);
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ldexp(inF0, inF1);
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@@ -99,7 +98,6 @@ float2 VertexShaderFunction2(float2 inF0, float2 inF1, float2 inF2, uint2 inU0,
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// TODO: fma(inD0, inD1, inD2);
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fmod(inF0, inF1);
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frac(inF0);
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frexp(inF0, inF1);
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isinf(inF0);
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isnan(inF0);
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ldexp(inF0, inF1);
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@@ -170,7 +168,6 @@ float3 VertexShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0,
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// TODO: fma(inD0, inD1, inD2);
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fmod(inF0, inF1);
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frac(inF0);
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frexp(inF0, inF1);
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isinf(inF0);
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isnan(inF0);
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ldexp(inF0, inF1);
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@@ -241,7 +238,6 @@ float4 VertexShaderFunction4(float4 inF0, float4 inF1, float4 inF2, uint4 inU0,
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// TODO: fma(inD0, inD1, inD2);
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fmod(inF0, inF1);
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frac(inF0);
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frexp(inF0, inF1);
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isinf(inF0);
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isnan(inF0);
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ldexp(inF0, inF1);
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@@ -305,7 +301,6 @@ float4 VertexShaderFunction4(float4 inF0, float4 inF1, float4 inF2, uint4 inU0,
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floor(inF0); \
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fmod(inF0, inF1); \
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frac(inF0); \
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frexp(inF0, inF1); \
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ldexp(inF0, inF1); \
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lerp(inF0, inF1, inF2); \
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log(inF0); \
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