[pixel shader todo(sm<4)]
uniform float4 u;

float4 main() : sv_target
{
    if (u.x > 0.0)
        return float4(0.1, 0.2, 0.3, 0.4);
    else
        return float4(0.9, 0.8, 0.7, 0.6);
}

[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm<4) draw quad
probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
uniform 0 float4 0.1 0.0 0.0 0.0
todo(sm<4) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)

[pixel shader todo(sm<4)]
uniform float4 u;

float4 main() : sv_target
{
    [attr1]
    if (u.x > 0.0)
        return float4(0.1, 0.2, 0.3, 0.4);
    else
        return float4(0.9, 0.8, 0.7, 0.6);
}

[pixel shader todo(sm<4)]
uniform float4 u;

float4 main() : sv_target
{
    [flatten]
    if (u.x > 0.0)
        return float4(0.1, 0.2, 0.3, 0.4);
    else
        return float4(0.9, 0.8, 0.7, 0.6);
}

[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm<4) draw quad
probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)

[pixel shader fail(sm<6)]
float4 u;

float main() : sv_target
{
    [branch] [branch]
    if (u.x > 0.0)
        return float4(0.1, 0.2, 0.3, 0.4);
    else
        return float4(0.9, 0.8, 0.7, 0.6);
}

[pixel shader fail todo]
float4 u;

float main() : sv_target
{
    [branch] [flatten]
    if (u.x > 0.0)
        return float4(0.1, 0.2, 0.3, 0.4);
    else
        return float4(0.9, 0.8, 0.7, 0.6);
}

% Using older profiles fails to compile with forced control flow instruction
[require]
shader model >= 3.0


[pixel shader]
uniform float a;

float4 main() : sv_target
{
    if (a < 4)
        return float4(1, 2, 3, 4);
    return float4(10, 20, 30, 40);
}

[test]
uniform 0 float -2
draw quad
probe (0, 0) rgba (1, 2, 3, 4)
uniform 0 float 10
draw quad
probe (0, 0) rgba (10, 20, 30, 40)

[pixel shader]
uniform float4 u;

float4 main() : sv_target
{
    [branch]
    if (u.x > 0.0)
        return float4(0.1, 0.2, 0.3, 0.4);
    else
        return float4(0.9, 0.8, 0.7, 0.6);
}

[test]
uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)

[pixel shader]
float4 main() : sv_target
{
    bool c = false;
    float a = -1.0f;
    if (c)
        return float4(1.0, 2.0, 3.0, 4.0);
    else if (a > 0)
        return float4(5.0, 6.0, 7.0, 8.0);
    else
        return float4(9.0, 10.0, 11.0, 12.0);
}

[test]
draw quad
probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0)


[pixel shader]
int a, b;

float4 main() : sv_target
{
    if (a < b)
        return -1.0;
    else
        return 1.0;
}

[test]
if(sm<4)  uniform 0 float 8
if(sm<4)  uniform 4 float 9
if(sm>=4) uniform 0 int 8
if(sm>=4) uniform 1 int 9
draw quad
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
if(sm<4)  uniform 0 float -3
if(sm<4)  uniform 4 float -4
if(sm>=4) uniform 0 int -3
if(sm>=4) uniform 1 int -4
draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4)  uniform 0 float 7
if(sm<4)  uniform 4 float 7
if(sm>=4) uniform 0 int 7
if(sm>=4) uniform 1 int 7
draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)

[pixel shader]
int a, b;

float4 main() : sv_target
{
    if (a <= b)
        return -1.0;
    else
        return 1.0;
}

[test]
if(sm<4)  uniform 0 float 8
if(sm<4)  uniform 4 float 9
if(sm>=4) uniform 0 int 8
if(sm>=4) uniform 1 int 9
draw quad
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
if(sm<4)  uniform 0 float -3
if(sm<4)  uniform 4 float -4
if(sm>=4) uniform 0 int -3
if(sm>=4) uniform 1 int -4
draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4)  uniform 0 float 7
if(sm<4)  uniform 4 float 7
if(sm>=4) uniform 0 int 7
if(sm>=4) uniform 1 int 7
draw quad
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)

[pixel shader]
int a, b;

float4 main() : sv_target
{
    if (a != b)
        return -1.0;
    else
        return 1.0;
}

[test]
if(sm<4)  uniform 0 float -3
if(sm<4)  uniform 4 float -2
if(sm>=4) uniform 0 int -3
if(sm>=4) uniform 1 int -2
draw quad
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
if(sm<4)  uniform 0 float 4
if(sm<4)  uniform 4 float 4
if(sm>=4) uniform 0 int 4
if(sm>=4) uniform 1 int 4
draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)

% Test "if" conditionals, using resource loads to ensure we aren't removing these instruction with optimizations.
[srv 0]
size (2d, 2, 2)
0.0 0.0 0.0 4.0     1.0 0.0 0.0 4.0
0.0 1.0 0.0 4.0     1.0 1.0 0.0 4.0

[sampler 0]
filter linear linear linear
address clamp clamp clamp

[pixel shader]
Texture2D tex;
sampler sam;
float a;

float4 main() : sv_target
{
    if (a < 4)
        return tex.Sample(sam, float2(0, 0));
    return float4(1, 2, 3, 4);
}

[test]
uniform 0 float -2
draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 4.0)
uniform 0 float 4
draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)

[pixel shader]
Texture2D tex;
sampler sam;
float a;

float4 main() : sv_target
{
    if (a >= 2)
        return tex.Sample(sam, float2(0, 0));
    else if (a >= 1)
        return tex.Sample(sam, float2(1, 0));
    else
        return tex.Sample(sam, float2(1, 1));
}

[test]
uniform 0 float 2
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 4.0)
uniform 0 float 1
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 0.0, 0.0, 4.0)
uniform 0 float 0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.0, 1.0, 0.0, 4.0)

% Test 16-bit phi instructions.
[require]
shader model >= 6.2
native-16-bit

[pixel shader]
Texture2D<half4> tex;
float a;

half4 main() : sv_target
{
    if (a >= 2)
        return tex.Load(int3(0, 0, 0));
    else
        return half(a);
}

[test]
uniform 0 float 2
draw quad
probe (0, 0) rgba(0.0, 0.0, 0.0, 4.0)
uniform 0 float 1
draw quad
probe (0, 0) rgba(1.0, 1.0, 1.0, 1.0)
