% The texel offset argument to Load() must resolve to a constant integer;
% make sure that we can do so.

[require]
shader model >= 4.0


[srv 0]
size (2d, 4, 4)
 1  1  1  1    2  2  2  2    3  3  3  3    4  4  4  4
 5  5  5  5    6  6  6  6    7  7  7  7    8  8  8  8
 9  9  9  9   10 10 10 10   11 11 11 11   12 12 12 12
13 13 13 13   14 14 14 14   14 15 15 15   16 16 16 16


[pixel shader]
Texture2D tex;
uniform int i;

float4 main() : sv_target
{
    int4 a = {1, 2, i, i};
    return 100 * a + tex.Load(int3(0, 0, 0), a.xy);
}

[test]
uniform 0 int 4
todo(glsl | msl) draw quad
probe (0, 0) rgba (110, 210, 410, 410)


[pixel shader]
Texture2D tex;
uniform int i;

float4 main() : sv_target
{
    int4 a = {0, 1, 2, i};
    int4 b = a.yxww;
    int3 c = b.wyx;
    return 100 * b + tex.Load(int3(0, 0, 0), c.yz);
}

[test]
uniform 0 int 3
todo(glsl | msl) draw quad
probe (0, 0) rgba (105, 5, 305, 305)


[pixel shader]
Texture2D tex;
uniform int i;

float4 main() : sv_target
{
    int4 a = {1, 2, 3, i};
    return tex.Load(int3(0, 0, 0), a.wzxx.yxw.zx);
}

[test]
uniform 0 int 1
todo(glsl | msl) draw quad
probe (0, 0) rgba (14.0, 14.0, 14.0, 14.0)
