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Looping in Pixel Shader 3.0

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I have a GPU volume ray tracing program, and I noticed as I increased the sampling rate (shorter step sizes) my rays were terminating early and not tracing. I noticed the generated ASM code was using the rep instruction and it seems like this has a limit of 255 according to the documentation. Is there anyway around this? Can you have two loops to continue tracing?

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Yeah you can use nested loops, if that works for your situation. Just be aware that there is a limit on how much you can nest dynamic branching and looping functions (you can nest up to 4 reps in ps_3_0)...see this.

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