[require]
shader model >= 4.0

[pixel shader]
float4x1 main() : sv_target
{
    return float4(1.0, 2.0, 3.0, 4.0);
}

[test]
draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)

[pixel shader]
row_major float1x4 main() : sv_target
{
    return float4(1.0, 2.0, 3.0, 4.0);
}

[test]
draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)

[render target 0]
format r32 float
size (640, 480)

[render target 1]
format r32 float
size (640, 480)

[render target 2]
format r32 float
size (640, 480)

[render target 3]
format r32 float
size (640, 480)

[pixel shader fail(sm>=6)]
row_major float4x1 main() : sv_target
{
    return float4(1.0, 2.0, 3.0, 4.0);
}

[test]
todo(sm>=6) draw quad
probe render target 0 all r (1.0)
probe render target 1 all r (2.0)
probe render target 2 all r (3.0)
probe render target 3 all r (4.0)

[pixel shader fail(sm>=6)]
float1x4 main() : sv_target
{
    return float4(1.0, 2.0, 3.0, 4.0);
}

[test]
todo(sm>=6) draw quad
probe render target 0 all r (1.0)
probe render target 1 all r (2.0)
probe render target 2 all r (3.0)
probe render target 3 all r (4.0)

[pixel shader fail]
void main(out float1x2 x : sv_target0, out float1x2 y : sv_target1)
{
    x = float2(1.0, 2.0);
    y = float2(5.0, 6.0);
}

[pixel shader fail(sm>=6)]
void main(out float1x2 x : sv_target0, out float1x2 y : sv_target2)
{
    x = float2(1.0, 2.0);
    y = float2(5.0, 6.0);
}

[test]
todo(sm>=6) draw quad
probe render target 0 all r (1.0)
probe render target 1 all r (2.0)
probe render target 2 all r (5.0)
probe render target 3 all r (6.0)

[render target 0]
format r32g32b32a32 float
size (640, 480)

[pixel shader fail(sm>=6)]
void main(out row_major float1x4 x : sv_target0, out float1x2 y : sv_target1)
{
    x = float4(1.0, 2.0, 3.0, 4.0);
    y = float2(5.0, 6.0);
}

[test]
todo(sm>=6) draw quad
probe render target 0 all rgba (1.0, 2.0, 3.0, 4.0)
probe render target 1 all r (5.0)
probe render target 2 all r (6.0)
